Cataclysm BN
game Class Reference

#include <game.h>

Classes

class  Creature_range
 
class  debug_hour_timer
 
class  draw_callback_t
 
class  monster_range
 
class  non_dead_range
 
class  npc_range
 

Public Member Functions

 game ()
 
 ~game ()
 
void load_static_data ()
 Loads static data that does not depend on mods or similar. More...
 
void load_core_data (loading_ui &ui)
 Loads core dynamic data. More...
 
bool is_core_data_loaded () const
 Returns whether the core data is currently loaded. More...
 
bool check_mod_data (const std::vector< mod_id > &opts, loading_ui &ui)
 Check if mods can be successfully loaded. More...
 
void load_world_modfiles (loading_ui &ui)
 Loads core data and mods from the active world. More...
 
std::string get_player_base_save_path () const
 Base path for saving player data. More...
 
std::string get_world_base_save_path () const
 Base path for saving world data. More...
 
bool load_packs (const std::string &msg, const std::vector< mod_id > &packs, loading_ui &ui)
 Load content packs. More...
 
void on_options_changed ()
 Should be invoked whenever options change. More...
 
void setup ()
 
void serialize (std::ostream &fout)
 Saving and loading functions. More...
 
void unserialize (std::istream &fin)
 
void unserialize_master (std::istream &fin)
 
bool dump_stats (const std::string &what, dump_mode mode, const std::vector< std::string > &opts)
 write statistics to stdout and More...
 
bool save ()
 Returns false if saving failed. More...
 
std::vector< std::string > list_active_characters ()
 Returns a list of currently active character saves. More...
 
void write_memorial_file (const std::string &filename, std::string sLastWords)
 Writes information about the character out to a text file timestamped with the time of the file was made. More...
 
bool cleanup_at_end ()
 
void start_calendar ()
 
bool do_turn ()
 MAIN GAME LOOP. More...
 
shared_ptr_fast< ui_adaptorcreate_or_get_main_ui_adaptor ()
 
void invalidate_main_ui_adaptor () const
 
void mark_main_ui_adaptor_resize () const
 
void draw ()
 
void draw_ter (bool draw_sounds=true)
 
void draw_ter (const tripoint &center, bool looking=false, bool draw_sounds=true)
 
void add_draw_callback (shared_ptr_fast< draw_callback_t > cb)
 
void draw_panels (bool force_draw=false)
 
cata::optional< tripointget_veh_dir_indicator_location (bool next) const
 Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn. More...
 
void draw_veh_dir_indicator (bool next)
 
void vertical_move (int z, bool force, bool peeking=false)
 Moves the player vertically. More...
 
void start_hauling (const tripoint &pos)
 
cata::optional< tripointfind_or_make_stairs (map &mp, int z_after, bool &rope_ladder, bool peeking)
 Returns the other end of the stairs (if any). More...
 
void vertical_shift (int z_after)
 Actual z-level movement part of vertical_move. More...
 
void vertical_notes (int z_before, int z_after)
 Add goes up/down auto_notes (if turned on) More...
 
void use_computer (const tripoint &p)
 Checks to see if a player can use a computer (not illiterate, etc.) and uses if able. More...
 
template<typename T = Creature>
T * critter_by_id (const character_id &id)
 
template<typename T = Creature>
T * critter_at (const tripoint &p, bool allow_hallucination=false)
 Returns the Creature at the given location. More...
 
template<typename T = Creature>
const T * critter_at (const tripoint &p, bool allow_hallucination=false) const
 
template<typename T = Creature>
shared_ptr_fast< T > shared_from (const T &critter)
 Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature). More...
 
size_t num_creatures () const
 Returns the approximate number of creatures in the reality bubble. More...
 
bool update_zombie_pos (const monster &critter, const tripoint &pos)
 Redirects to the creature_tracker update_pos() function. More...
 
void remove_zombie (const monster &critter)
 
void clear_zombies ()
 Redirects to the creature_tracker clear() function. More...
 
bool spawn_hallucination (const tripoint &p)
 Spawns a hallucination at a determined position. More...
 
bool swap_critters (Creature &, Creature &)
 Swaps positions of two creatures. More...
 
Creature_range all_creatures ()
 Returns an anonymous range that contains all creatures. More...
 
monster_range all_monsters ()
 Same as all_creatures but iterators only over monsters. More...
 
npc_range all_npcs ()
 Same as all_creatures but iterators only over npcs. More...
 
std::vector< Creature * > get_creatures_if (const std::function< bool(const Creature &)> &pred)
 Returns all creatures matching a predicate. More...
 
std::vector< npc * > get_npcs_if (const std::function< bool(const npc &)> &pred)
 
Creatureget_creature_if (const std::function< bool(const Creature &)> &pred)
 Returns a creature matching a predicate. More...
 
bool is_empty (const tripoint &p)
 Returns true if there is no player, NPC, or monster on the tile and move_cost > 0. More...
 
bool is_in_sunlight (const tripoint &p)
 Returns true if p is outdoors and it is sunny. More...
 
bool is_sheltered (const tripoint &p)
 Returns true if p is indoors, underground, or in a car. More...
 
bool revive_corpse (const tripoint &p, item &it)
 Revives a corpse at given location. More...
 
void save_cyborg (item *cyborg, const tripoint &couch_pos, player &installer)
 Turns Broken Cyborg monster into Cyborg NPC via surgery. More...
 
bool cancel_activity_query (const std::string &text)
 Asks if the player wants to cancel their activity, and if so cancels it. More...
 
bool cancel_activity_or_ignore_query (distraction_type type, const std::string &text)
 Asks if the player wants to cancel their activity and if so cancels it. More...
 
void moving_vehicle_dismount (const tripoint &dest_loc)
 Handles players exiting from moving vehicles. More...
 
vehicleremoteveh ()
 Returns the current remotely controlled vehicle. More...
 
void setremoteveh (vehicle *veh)
 Sets the current remotely controlled vehicle. More...
 
int assign_mission_id ()
 Returns the next available mission id. More...
 
npcfind_npc (character_id id)
 Find the npc with the given ID. More...
 
void load_npcs ()
 Makes any nearby NPCs on the overmap active. More...
 
void reload_npcs ()
 Unloads, then loads the NPCs. More...
 
const kill_trackerget_kill_tracker () const
 
void add_npc_follower (const character_id &id)
 Add follower id to set of followers. More...
 
void remove_npc_follower (const character_id &id)
 Remove follower id from follower set. More...
 
std::set< character_idget_follower_list ()
 Get set of followers. More...
 
void validate_npc_followers ()
 validate list of followers to account for overmap buffers More...
 
void validate_mounted_npcs ()
 
void validate_linked_vehicles ()
 validate towed vehicles so they get linked up again after a load More...
 
void validate_camps ()
 validate camps to ensure they are on the overmap list More...
 
void autopilot_vehicles ()
 process vehicles that are following the player More...
 
void catch_a_monster (monster *fish, const tripoint &pos, player *p, const time_duration &catch_duration)
 Picks and spawns a random fish from the remaining fish list when a fish is caught. More...
 
std::unordered_set< tripointget_fishable_locations (int distance, const tripoint &fish_pos)
 Get the contiguous fishable locations starting at fish_pos, out to the specificed distance. More...
 
std::vector< monster * > get_fishable_monsters (std::unordered_set< tripoint > &fishable_locations)
 Get the fishable monsters within the provided fishable locations. More...
 
void fling_creature (Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
 Flings the input creature in the given direction. More...
 
float natural_light_level (int zlev) const
 
unsigned char light_level (int zlev) const
 Returns coarse number-of-squares of visibility at the current light level. More...
 
void reset_light_level ()
 
character_id assign_npc_id ()
 
Creatureis_hostile_nearby ()
 
Creatureis_hostile_very_close ()
 
point update_map (player &p)
 
point update_map (int &x, int &y)
 
void update_overmap_seen ()
 
void process_artifact (item &it, player &p)
 
void add_artifact_messages (const std::vector< art_effect_passive > &effects)
 
void add_artifact_dreams ()
 
void peek ()
 
void peek (const tripoint &p)
 
cata::optional< tripointlook_debug ()
 
bool check_zone (const zone_type_id &type, const tripoint &where) const
 
bool check_near_zone (const zone_type_id &type, const tripoint &where) const
 Checks whether or not there is a zone of particular type nearby. More...
 
bool is_zones_manager_open () const
 
void zones_manager ()
 
cata::optional< tripointlook_around (bool force_3d=false)
 
look_around_result look_around (bool show_window, tripoint &center, const tripoint &start_point, bool has_first_point, bool select_zone, bool peeking, bool is_moving_zone=false, const tripoint &end_point=tripoint_zero, bool force_3d=false)
 
void pre_print_all_tile_info (const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
 
void print_all_tile_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
 
void draw_look_around_cursor (const tripoint &lp, const visibility_variables &cache)
 
void extended_description (const tripoint &p)
 Long description of (visible) things at tile. More...
 
void draw_trail_to_square (const tripoint &t, bool bDrawX)
 
item_location inv_map_splice (item_filter filter, const std::string &title, int radius=0, const std::string &none_message="")
 Custom-filtered menu for inventory and nearby items and those that within specified radius. More...
 
bool has_gametype () const
 
special_game_id gametype () const
 
void toggle_fullscreen ()
 
void toggle_pixel_minimap ()
 
void reload_tileset ()
 
void temp_exit_fullscreen ()
 
void reenter_fullscreen ()
 
void zoom_in ()
 
void zoom_out ()
 
void reset_zoom ()
 
void set_zoom (int level)
 
int get_zoom () const
 
int get_moves_since_last_save () const
 
int get_user_action_counter () const
 
bool take_screenshot (const std::string &file_path) const
 Saves a screenshot of the current viewport, as a PNG file, to the given location. More...
 
bool take_screenshot () const
 Saves a screenshot of the current viewport, as a PNG file. More...
 
int get_levx () const
 The top left corner of the reality bubble (in submaps coordinates). More...
 
int get_levy () const
 
int get_levz () const
 
void load_map (const tripoint &pos_sm, bool pump_events=false)
 Load the main map at given location, see map::load, in global, absolute submap coordinates. More...
 
void load_map (const tripoint_abs_sm &pos_sm, bool pump_events=false)
 
overmapget_cur_om () const
 The overmap which contains the center submap of the reality bubble. More...
 
std::vector< npc * > allies ()
 Get all living player allies. More...
 
void set_driving_view_offset (const point &p)
 
void calc_driving_offset (vehicle *veh=nullptr)
 
void toggle_gate (const tripoint &p)
 
void knockback (const tripoint &s, const tripoint &t, int force, int stun, int dam_mult, Creature *source)
 
void knockback (std::vector< tripoint > &traj, int stun, int dam_mult, Creature *source)
 
void draw_bullet (const tripoint &t, int i, const std::vector< tripoint > &trajectory, char bullet)
 
void draw_hit_mon (const tripoint &p, const monster &m, bool dead=false)
 
void draw_hit_player (const Character &p, int dam)
 
void draw_line (const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
 
void draw_line (const tripoint &p, const std::vector< tripoint > &points)
 
void draw_weather (const weather_printable &wPrint)
 
void draw_sct ()
 
void draw_zones (const tripoint &start, const tripoint &end, const tripoint &offset)
 
void draw_critter (const Creature &critter, const tripoint &center)
 
void draw_critter_highlighted (const Creature &critter, const tripoint &center)
 
void draw_cursor (const tripoint &p)
 
void draw_highlight (const tripoint &p)
 
void draw_radiation_override (const tripoint &p, int rad)
 
void draw_terrain_override (const tripoint &p, const ter_id &id)
 
void draw_furniture_override (const tripoint &p, const furn_id &id)
 
void draw_graffiti_override (const tripoint &p, bool has)
 
void draw_trap_override (const tripoint &p, const trap_id &id)
 
void draw_field_override (const tripoint &p, const field_type_id &id)
 
void draw_item_override (const tripoint &p, const itype_id &id, const mtype_id &mid, bool hilite)
 
void draw_vpart_override (const tripoint &p, const vpart_id &id, int part_mod, units::angle veh_dir, bool hilite, const point &mount)
 
void draw_below_override (const tripoint &p, bool draw)
 
void draw_monster_override (const tripoint &p, const mtype_id &id, int count, bool more, Creature::Attitude att)
 
bool is_in_viewport (const tripoint &p, int margin=0) const
 
bool check_safe_mode_allowed (bool repeat_safe_mode_warnings=true)
 Check whether movement is allowed according to safe mode settings. More...
 
void set_safe_mode (safe_mode_type mode)
 
void exam_vehicle (vehicle &veh, const point &cp=point_zero)
 open vehicle interaction screen More...
 
bool forced_door_closing (const tripoint &p, const ter_id &door_type, int bash_dmg)
 
bool load (const std::string &world)
 Attempt to load first valid save (if any) in world. More...
 
bool npc_menu (npc &who)
 Returns true if the menu handled stuff and player shouldn't do anything else. More...
 
bool phasing_move (const tripoint &dest, bool via_ramp=false)
 
bool walk_move (const tripoint &dest, bool via_ramp=false)
 
void on_move_effects ()
 
point place_player (const tripoint &dest)
 
void place_player_overmap (const tripoint_abs_omt &om_dest)
 
unsigned int get_seed () const
 
void set_npcs_dirty ()
 If invoked, NPCs will be reloaded before next turn. More...
 
void set_critter_died ()
 If invoked, dead will be cleaned this turn. More...
 
void mon_info (const catacurses::window &, int hor_padding=0)
 
void mon_info_update ()
 
void cleanup_dead ()
 
bool is_dangerous_tile (const tripoint &dest_loc) const
 
std::vector< std::string > get_dangerous_tile (const tripoint &dest_loc) const
 
bool prompt_dangerous_tile (const tripoint &dest_loc) const
 
void despawn_monster (monster &critter)
 Despawn a specific monster, it's stored on the overmap. More...
 
void win ()
 Marks the game as won. More...
 
bool disable_robot (const tripoint &p)
 If there is a robot (that can be disabled), query the player and try to disable it. More...
 
void draw_pixel_minimap (const catacurses::window &w)
 
void quicksave ()
 
void disp_NPCs ()
 
void list_missions ()
 
event_busevents ()
 
stats_trackerstats ()
 
memorial_loggermemorial ()
 
spell_eventsspell_events_subscriber ()
 
void display_toggle_overlay (action_id)
 
bool display_overlay_state (action_id)
 
void toggle_debug_hour_timer ()
 
tripoint mouse_edge_scrolling_terrain (input_context &ctxt)
 Used to implement mouse "edge scrolling". More...
 
tripoint mouse_edge_scrolling_overmap (input_context &ctxt)
 This variant is suitable for the overmap. More...
 
void shift_destination_preview (const point &delta)
 
bool slip_down ()
 Checks if player is able to successfully climb to/from some terrain and not slip down. More...
 
monsterplace_critter_at (const mtype_id &id, const tripoint &p)
 Adds critters to the reality bubble, creating them if necessary. More...
 
monsterplace_critter_at (const shared_ptr_fast< monster > &mon, const tripoint &p)
 
monsterplace_critter_around (const mtype_id &id, const tripoint &center, int radius)
 
monsterplace_critter_around (const shared_ptr_fast< monster > &mon, const tripoint &center, int radius, bool forced=false)
 
monsterplace_critter_within (const mtype_id &id, const tripoint_range< tripoint > &range)
 
monsterplace_critter_within (const shared_ptr_fast< monster > &mon, const tripoint_range< tripoint > &range)
 

Public Attributes

mapm
 
avataru
 
scent_mapscent
 
timed_event_managertimed_events
 
pimpl< Creature_trackercritter_tracker
 
pimpl< faction_managerfaction_manager_ptr
 
pimpl< drop_token_providertoken_provider_ptr
 
quit_status uquit
 Used in main.cpp to determine what type of quit is being performed. More...
 
bool new_game = false
 True if the game has just started or loaded, else false. More...
 
const scenarioscen
 
std::vector< monstercoming_to_stairs
 
int monstairz = 0
 
tripoint ter_view_p
 
catacurses::window w_terrain
 
catacurses::window w_overmap
 
catacurses::window w_omlegend
 
catacurses::window w_minimap
 
catacurses::window w_pixel_minimap
 
point driving_view_offset
 
bool debug_pathfinding = false
 
bool debug_submap_grid_overlay = false
 
Creaturedisplaying_visibility_creature
 Creature for which to display the visibility map. More...
 
int displaying_lighting_condition = 0
 Type of lighting condition overlay to display. More...
 
bool show_panel_adm = false
 
bool right_sidebar = false
 
bool fullscreen = false
 
bool was_fullscreen = false
 
bool auto_travel_mode = false
 
bool queue_screenshot = false
 
safe_mode_type safe_mode
 
int turnssincelastmon = 0
 
int mostseen = 0
 

Protected Member Functions

void load_data_from_dir (const std::string &path, const std::string &src, loading_ui &ui)
 Loads dynamic data from the given directory. More...
 

Private Types

enum class  vmenu_ret : int { CHANGE_TAB , QUIT , FIRE }
 

Private Member Functions

void unload_npcs ()
 Unloads all NPCs. More...
 
bool load (const save_t &name)
 
void load_master ()
 
bool start_game ()
 
bool save_factions_missions_npcs ()
 
void reset_npc_dispositions ()
 
void serialize_master (std::ostream &fout)
 
bool save_artifacts ()
 
bool save_maps ()
 
void init_autosave ()
 
void create_starting_npcs ()
 
vehicleplace_vehicle_nearby (const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
 
void list_items_monsters ()
 
game::vmenu_ret list_items (const std::vector< map_item_stack > &item_list)
 
std::vector< map_item_stackfind_nearby_items (int iRadius)
 
void reset_item_list_state (const catacurses::window &window, int height, bool bRadiusSort)
 
game::vmenu_ret list_monsters (const std::vector< Creature * > &monster_list)
 
bool grabbed_move (const tripoint &dp)
 Check for dangerous stuff at dest_loc, return false if the player decides not to step there. More...
 
bool grabbed_veh_move (const tripoint &dp)
 
bool grabbed_furn_move (const tripoint &dp)
 
void control_vehicle ()
 
void examine (const tripoint &p)
 
void examine ()
 
void pickup ()
 
void pickup (const tripoint &p)
 
void pickup_feet ()
 
void drop ()
 
void drop_in_direction ()
 
void butcher ()
 
void chat ()
 
void print_fields_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_terrain_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
 
void print_trap_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_creature_info (const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_vehicle_info (const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_visibility_info (const catacurses::window &w_look, int column, int &line, visibility_type visibility)
 
void print_items_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_graffiti_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
input_context get_player_input (std::string &action)
 
void replace_stair_monsters ()
 
void update_stair_monsters ()
 
void shift_monsters (const tripoint &shift)
 Shift all active monsters, the shift vector is the number of shifted submaps. More...
 
void perhaps_add_random_npc ()
 
void monmove ()
 
void overmap_npc_move ()
 
void process_voluntary_act_interrupt ()
 
void process_activity ()
 
void handle_key_blocking_activity ()
 
void open_consume_item_menu ()
 
bool handle_action ()
 
bool try_get_right_click_action (action_id &act, const tripoint &mouse_target)
 
bool try_get_left_click_action (action_id &act, const tripoint &mouse_target)
 
void item_action_menu ()
 
bool is_game_over ()
 
void death_screen ()
 
void win_screen ()
 
void draw_minimap ()
 
void autosave ()
 
void quickload ()
 
bool handle_mouseview (input_context &ctxt, std::string &action)
 
void display_faction_epilogues ()
 
void disp_NPC_epilogues ()
 
void display_scent ()
 
void display_temperature ()
 
void display_vehicle_ai ()
 
void display_visibility ()
 
void display_lighting ()
 
void display_radiation ()
 
void display_transparency ()
 
Creatureis_hostile_within (int distance)
 
void move_save_to_graveyard (const std::string &dirname)
 
bool save_player_data ()
 
std::pair< tripoint, tripointmouse_edge_scrolling (input_context &ctxt, int speed, const tripoint &last, bool iso)
 

Private Attributes

bool is_looking = false
 
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
 
cata::optional< action_iddisplaying_overlays
 
class game::debug_hour_timer debug_hour_timer
 
pimpl< mapmap_ptr
 
pimpl< avataru_ptr
 
pimpl< live_viewliveview_ptr
 
live_viewliveview
 
pimpl< scent_mapscent_ptr
 
pimpl< timed_event_managertimed_event_manager_ptr
 
pimpl< event_busevent_bus_ptr
 
pimpl< stats_trackerstats_tracker_ptr
 
pimpl< achievements_trackerachievements_tracker_ptr
 
pimpl< kill_trackerkill_tracker_ptr
 
pimpl< memorial_loggermemorial_logger_ptr
 
pimpl< spell_eventsspell_events_ptr
 
pimpl< distribution_grid_trackergrid_tracker_ptr
 
pimpl< weather_managerweather_manager_ptr
 
shared_ptr_fast< playeru_shared_ptr
 
catacurses::window w_terrain_ptr
 
catacurses::window w_minimap_ptr
 
std::string sFilter
 
std::string list_item_upvote
 
std::string list_item_downvote
 
bool safe_mode_warning_logged = false
 
bool bVMonsterLookFire = false
 
character_id next_npc_id
 
std::list< shared_ptr_fast< npc > > active_npc
 
int next_mission_id = 0
 
std::set< character_idfollower_ids
 
int moves_since_last_save = 0
 
time_t last_save_timestamp
 
std::array< float, OVERMAP_LAYERSlatest_lightlevels
 
time_point remoteveh_cache_time
 
vehicleremoteveh_cache
 
bool npcs_dirty = false
 Has a NPC been spawned since last load? More...
 
bool critter_died = false
 Has anything died in this turn and needs to be cleaned up? More...
 
bool first_redraw_since_waiting_started = true
 Is this the first redraw since waiting (sleeping or activity) started. More...
 
bool zones_manager_open = false
 Is Zone manager open or not - changes graphics of some zone tiles. More...
 
std::unique_ptr< special_gamegamemode
 
int user_action_counter = 0
 
int tileset_zoom = 0
 How far the tileset should be zoomed out, 16 is default. More...
 
unsigned int seed = 0
 Seed for all the random numbers that should have consistent randomness (weather). More...
 
std::vector< tripointdestination_preview
 
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
 
tripoint last_mouse_edge_scroll_vector_terrain
 
tripoint last_mouse_edge_scroll_vector_overmap
 
weak_ptr_fast< ui_adaptormain_ui_adaptor
 
std::unique_ptr< static_popupwait_popup
 

Friends

class editmap
 
class advanced_inventory
 
class main_menu
 
class monster_range
 
class Creature_range
 
distribution_grid_trackerget_distribution_grid_tracker ()
 Returns distribution grid tracker that is a part of the global game *g. More...
 
mapget_map ()
 
Characterget_player_character ()
 
avatarget_avatar ()
 
weather_managerget_weather ()
 

Detailed Description

Definition at line 143 of file game.h.

Member Enumeration Documentation

◆ vmenu_ret

enum class game::vmenu_ret : int
strongprivate
Enumerator
CHANGE_TAB 
QUIT 
FIRE 

Definition at line 795 of file game.h.

795 : int {
796 CHANGE_TAB,
797 QUIT,
798 FIRE, // Who knew, apparently you can do that in list_monsters
799 };

Constructor & Destructor Documentation

◆ game()

game::game ( )

Definition at line 291 of file game.cpp.

291 :
293 scent_ptr( *this ),
296 m( *map_ptr ),
297 u( *u_ptr ),
298 scent( *scent_ptr ),
300 uquit( QUIT_NO ),
301 new_game( false ),
303 mostseen( 0 ),
306 next_npc_id( 1 ),
307 next_mission_id( 1 ),
311 seed( 0 ),
312 last_mouse_edge_scroll( std::chrono::steady_clock::now() )
313{
321 world_generator = std::make_unique<worldfactory>();
322 // do nothing, everything that was in here is moved to init_data() which is called immediately after g = new game; in main.cpp
323 // The reason for this move is so that g is not uninitialized when it gets to installing the parts into vehicles.
324}
void subscribe(event_subscriber *)
Definition: event_bus.cpp:39
int mostseen
Definition: game.h:1049
pimpl< spell_events > spell_events_ptr
Definition: game.h:984
safe_mode_type safe_mode
Definition: game.h:1046
bool safe_mode_warning_logged
Definition: game.h:1060
pimpl< timed_event_manager > timed_event_manager_ptr
Definition: game.h:978
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
Definition: game.h:1094
quit_status uquit
Used in main.cpp to determine what type of quit is being performed.
Definition: game.h:1004
event_bus & events()
Definition: game.cpp:2877
pimpl< stats_tracker > stats_tracker_ptr
Definition: game.h:980
character_id next_npc_id
Definition: game.h:1062
pimpl< kill_tracker > kill_tracker_ptr
Definition: game.h:982
void reset_light_level()
Definition: game.cpp:3721
pimpl< memorial_logger > memorial_logger_ptr
Definition: game.h:983
shared_ptr_fast< player > u_shared_ptr
Definition: game.h:1051
pimpl< map > map_ptr
Definition: game.h:973
bool first_redraw_since_waiting_started
Is this the first redraw since waiting (sleeping or activity) started.
Definition: game.h:1077
pimpl< live_view > liveview_ptr
Definition: game.h:975
pimpl< achievements_tracker > achievements_tracker_ptr
Definition: game.h:981
pimpl< scent_map > scent_ptr
Definition: game.h:977
timed_event_manager & timed_events
Definition: game.h:992
unsigned int seed
Seed for all the random numbers that should have consistent randomness (weather).
Definition: game.h:1089
int next_mission_id
Definition: game.h:1064
bool new_game
True if the game has just started or loaded, else false.
Definition: game.h:1006
pimpl< distribution_grid_tracker > grid_tracker_ptr
Definition: game.h:985
map & m
Definition: game.h:989
avatar & u
Definition: game.h:990
scent_map & scent
Definition: game.h:991
int user_action_counter
Definition: game.h:1083
live_view & liveview
Definition: game.h:976
int tileset_zoom
How far the tileset should be zoomed out, 16 is default.
Definition: game.h:1086
pimpl< avatar > u_ptr
Definition: game.h:974
time_point remoteveh_cache_time
Definition: game.h:1070
static void achievement_attained(const achievement *a)
Definition: game.cpp:284
static constexpr int DEFAULT_TILESET_ZOOM
Definition: game.h:41
@ SAFE_MODE_ON
Definition: game.h:78
@ QUIT_NO
Definition: game.h:68
mapbuffer MAPBUFFER
Definition: mapbuffer.cpp:40
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
For use with smart pointers when you don't actually want the deleter to do anything.
Definition: cata_utility.h:28
std::unique_ptr< worldfactory > world_generator

References achievements_tracker_ptr, events(), first_redraw_since_waiting_started, kill_tracker_ptr, memorial_logger_ptr, reset_light_level(), spell_events_ptr, stats_tracker_ptr, event_bus::subscribe(), and world_generator.

◆ ~game()

game::~game ( )
default

Member Function Documentation

◆ add_artifact_dreams()

void game::add_artifact_dreams ( )

Definition at line 11931 of file game.cpp.

11932{
11933 //If player is sleeping, get a dream from a carried artifact
11934 //Don't need to check that player is sleeping here, that's done before calling
11935 std::list<item *> art_items = g->u.get_artifact_items();
11936 std::vector<item *> valid_arts;
11937 std::vector<std::vector<std::string>>
11938 valid_dreams; // Tracking separately so we only need to check its req once
11939 //Pull the list of dreams
11940 add_msg( m_debug, "Checking %s carried artifacts", art_items.size() );
11941 for( auto &it : art_items ) {
11942 //Pick only the ones with an applicable dream
11943 const cata::value_ptr<islot_artifact> &art = it->type->artifact;
11944 if( art && art->charge_req != ACR_NULL &&
11945 ( it->ammo_remaining() < it->ammo_capacity() ||
11946 it->ammo_capacity() == 0 ) ) { //or max 0 in case of wacky mod shenanigans
11947 add_msg( m_debug, "Checking artifact %s", it->tname() );
11948 if( check_art_charge_req( *it ) ) {
11949 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11950 if( art->dream_freq_met > 0 && x_in_y( art->dream_freq_met, 100 ) ) {
11951 add_msg( m_debug, "Adding met dream from %s", it->tname() );
11952 valid_arts.push_back( it );
11953 valid_dreams.push_back( art->dream_msg_met );
11954 }
11955 } else {
11956 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11957 if( art->dream_freq_unmet > 0 && x_in_y( art->dream_freq_unmet, 100 ) ) {
11958 add_msg( m_debug, "Adding unmet dream from %s", it->tname() );
11959 valid_arts.push_back( it );
11960 valid_dreams.push_back( art->dream_msg_unmet );
11961 }
11962 }
11963 }
11964 }
11965 if( !valid_dreams.empty() ) {
11966 add_msg( m_debug, "Found %s valid artifact dreams", valid_dreams.size() );
11967 const int selected = rng( 0, valid_arts.size() - 1 );
11968 auto it = valid_arts[selected];
11969 auto msg = random_entry( valid_dreams[selected] );
11970 const std::string &dream = string_format( _( msg ), it->tname() );
11971 add_msg( dream );
11972 } else {
11973 add_msg( m_debug, "Didn't have any dreams, sorry" );
11974 }
11975}
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
@ ACR_NULL
Definition: artifact.h:79
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
@ m_debug
Definition: enums.h:271
std::unique_ptr< game > g
Definition: game.cpp:274
bool check_art_charge_req(item &it)
Definition: game.cpp:11634
void add_msg(std::string msg)
Definition: messages.cpp:884
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88
std::string string_format(std::string format, Args &&...args)
Simple wrapper over string_formatter::parse.
#define _(msg)
Definition: translations.h:116

References _, ACR_NULL, add_msg(), check_art_charge_req(), g, m_debug, random_entry(), rng(), string_format(), and x_in_y().

Referenced by do_turn().

◆ add_artifact_messages()

void game::add_artifact_messages ( const std::vector< art_effect_passive > &  effects)

Definition at line 11753 of file game.cpp.

11754{
11755 int net_str = 0;
11756 int net_dex = 0;
11757 int net_per = 0;
11758 int net_int = 0;
11759 int net_speed = 0;
11760
11761 for( auto &i : effects ) {
11762 switch( i ) {
11763 case AEP_STR_UP:
11764 net_str += 4;
11765 break;
11766 case AEP_DEX_UP:
11767 net_dex += 4;
11768 break;
11769 case AEP_PER_UP:
11770 net_per += 4;
11771 break;
11772 case AEP_INT_UP:
11773 net_int += 4;
11774 break;
11775 case AEP_ALL_UP:
11776 net_str += 2;
11777 net_dex += 2;
11778 net_per += 2;
11779 net_int += 2;
11780 break;
11781 case AEP_STR_DOWN:
11782 net_str -= 3;
11783 break;
11784 case AEP_DEX_DOWN:
11785 net_dex -= 3;
11786 break;
11787 case AEP_PER_DOWN:
11788 net_per -= 3;
11789 break;
11790 case AEP_INT_DOWN:
11791 net_int -= 3;
11792 break;
11793 case AEP_ALL_DOWN:
11794 net_str -= 2;
11795 net_dex -= 2;
11796 net_per -= 2;
11797 net_int -= 2;
11798 break;
11799
11800 case AEP_SPEED_UP:
11801 net_speed += 20;
11802 break;
11803 case AEP_SPEED_DOWN:
11804 net_speed -= 20;
11805 break;
11806
11807 case AEP_PBLUE:
11808 break; // No message
11809
11810 case AEP_SNAKES:
11811 add_msg( m_warning, _( "Your skin feels slithery." ) );
11812 break;
11813
11814 case AEP_INVISIBLE:
11815 add_msg( m_good, _( "You fade into invisibility!" ) );
11816 break;
11817
11818 case AEP_CLAIRVOYANCE:
11820 add_msg( m_good, _( "You can see through walls!" ) );
11821 break;
11822
11824 add_msg( m_good, _( "You can see through everything!" ) );
11825 break;
11826
11827 case AEP_STEALTH:
11828 add_msg( m_good, _( "Your steps stop making noise." ) );
11829 break;
11830
11831 case AEP_GLOW:
11832 add_msg( _( "A glow of light forms around you." ) );
11833 break;
11834
11835 case AEP_PSYSHIELD:
11836 add_msg( m_good, _( "Your mental state feels protected." ) );
11837 break;
11838
11840 add_msg( m_good, _( "You feel insulated." ) );
11841 break;
11842
11843 case AEP_CARRY_MORE:
11844 add_msg( m_good, _( "Your back feels strengthened." ) );
11845 break;
11846
11847 case AEP_FUN:
11848 add_msg( m_good, _( "You feel a pleasant tingle." ) );
11849 break;
11850
11851 case AEP_HUNGER:
11852 add_msg( m_warning, _( "You feel hungry." ) );
11853 break;
11854
11855 case AEP_THIRST:
11856 add_msg( m_warning, _( "You feel thirsty." ) );
11857 break;
11858
11859 case AEP_EVIL:
11860 add_msg( m_warning, _( "You feel an evil presence…" ) );
11861 break;
11862
11863 case AEP_SCHIZO:
11864 add_msg( m_bad, _( "You feel a tickle of insanity." ) );
11865 break;
11866
11867 case AEP_RADIOACTIVE:
11868 add_msg( m_warning, _( "Your skin prickles with radiation." ) );
11869 break;
11870
11871 case AEP_MUTAGENIC:
11872 add_msg( m_bad, _( "You feel your genetic makeup degrading." ) );
11873 break;
11874
11875 case AEP_ATTENTION:
11876 add_msg( m_warning, _( "You feel an otherworldly attention upon you…" ) );
11877 break;
11878
11879 case AEP_FORCE_TELEPORT:
11880 add_msg( m_bad, _( "You feel a force pulling you inwards." ) );
11881 break;
11882
11883 case AEP_MOVEMENT_NOISE:
11884 add_msg( m_warning, _( "You hear a rattling noise coming from inside yourself." ) );
11885 break;
11886
11887 case AEP_BAD_WEATHER:
11888 add_msg( m_warning, _( "You feel storms coming." ) );
11889 break;
11890
11891 case AEP_SICK:
11892 add_msg( m_bad, _( "You feel unwell." ) );
11893 break;
11894
11895 case AEP_SMOKE:
11896 add_msg( m_warning, _( "A cloud of smoke appears." ) );
11897 break;
11898 default:
11899 //Suppress warnings
11900 break;
11901 }
11902 }
11903
11904 std::string stat_info;
11905 if( net_str != 0 ) {
11906 stat_info += string_format( _( "Str %s%d! " ),
11907 ( net_str > 0 ? "+" : "" ), net_str );
11908 }
11909 if( net_dex != 0 ) {
11910 stat_info += string_format( _( "Dex %s%d! " ),
11911 ( net_dex > 0 ? "+" : "" ), net_dex );
11912 }
11913 if( net_int != 0 ) {
11914 stat_info += string_format( _( "Int %s%d! " ),
11915 ( net_int > 0 ? "+" : "" ), net_int );
11916 }
11917 if( net_per != 0 ) {
11918 stat_info += string_format( _( "Per %s%d! " ),
11919 ( net_per > 0 ? "+" : "" ), net_per );
11920 }
11921
11922 if( !stat_info.empty() ) {
11923 add_msg( m_neutral, stat_info );
11924 }
11925
11926 if( net_speed != 0 ) {
11927 add_msg( m_info, _( "Speed %s%d!" ), ( net_speed > 0 ? "+" : "" ), net_speed );
11928 }
11929}
@ m_good
Definition: enums.h:260
@ m_neutral
Definition: enums.h:267
@ m_info
Definition: enums.h:265
@ m_bad
Definition: enums.h:261
@ m_warning
Definition: enums.h:264
@ AEP_GLOW
Definition: enums.h:115
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_ALL_UP
Definition: enums.h:106
@ AEP_INT_UP
Definition: enums.h:105
@ AEP_INT_DOWN
Definition: enums.h:135
@ AEP_PER_UP
Definition: enums.h:104
@ AEP_PSYSHIELD
Definition: enums.h:116
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_MOVEMENT_NOISE
Definition: enums.h:139
@ AEP_STEALTH
Definition: enums.h:113
@ AEP_CARRY_MORE
Definition: enums.h:118
@ AEP_THIRST
Definition: enums.h:125
@ AEP_SPEED_UP
Definition: enums.h:107
@ AEP_EVIL
Definition: enums.h:127
@ AEP_ALL_DOWN
Definition: enums.h:136
@ AEP_DEX_UP
Definition: enums.h:103
@ AEP_SCHIZO
Definition: enums.h:128
@ AEP_DEX_DOWN
Definition: enums.h:133
@ AEP_FUN
Definition: enums.h:120
@ AEP_PER_DOWN
Definition: enums.h:134
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_RADIOACTIVE
Definition: enums.h:129
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_BAD_WEATHER
Definition: enums.h:140
@ AEP_SICK
Definition: enums.h:141
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
@ AEP_INVISIBLE
Definition: enums.h:110
@ AEP_STR_UP
Definition: enums.h:102
@ AEP_STR_DOWN
Definition: enums.h:132
@ AEP_HUNGER
Definition: enums.h:124
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117
@ AEP_PBLUE
Definition: enums.h:108
@ AEP_SPEED_DOWN
Definition: enums.h:137
@ AEP_SNAKES
Definition: enums.h:109
@ AEP_SMOKE
Definition: enums.h:126

References _, add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_ATTENTION, AEP_BAD_WEATHER, AEP_CARRY_MORE, AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_FORCE_TELEPORT, AEP_FUN, AEP_GLOW, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_INVISIBLE, AEP_MOVEMENT_NOISE, AEP_MUTAGENIC, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_PSYSHIELD, AEP_RADIOACTIVE, AEP_RESIST_ELECTRICITY, AEP_SCHIZO, AEP_SICK, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STEALTH, AEP_STR_DOWN, AEP_STR_UP, AEP_SUPER_CLAIRVOYANCE, AEP_THIRST, m_bad, m_good, m_info, m_neutral, m_warning, and string_format().

◆ add_draw_callback()

void game::add_draw_callback ( shared_ptr_fast< draw_callback_t cb)

Definition at line 3172 of file game.cpp.

3173{
3174 draw_callbacks.erase(
3175 std::remove_if( draw_callbacks.begin(), draw_callbacks.end(),
3176 []( const weak_ptr_fast<draw_callback_t> &cbw ) {
3177 return cbw.expired();
3178 } ),
3179 draw_callbacks.end()
3180 );
3181 draw_callbacks.emplace_back( cb );
3182 cb->added = true;
3184}
void invalidate_main_ui_adaptor() const
Definition: game.cpp:3137
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
Definition: game.h:251
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17

References draw_callbacks, and invalidate_main_ui_adaptor().

Referenced by get_player_input(), list_items(), list_monsters(), look_around(), pickup(), and zones_manager().

◆ add_npc_follower()

void game::add_npc_follower ( const character_id id)

Add follower id to set of followers.

Definition at line 1984 of file game.cpp.

1985{
1986 follower_ids.insert( id );
1987 u.follower_ids.insert( id );
1988}
std::set< character_id > follower_ids
Definition: game.h:1065
std::set< character_id > follower_ids
Definition: player.h:617

References follower_ids, player::follower_ids, and u.

Referenced by validate_npc_followers().

◆ all_creatures()

game::Creature_range game::all_creatures ( )

Returns an anonymous range that contains all creatures.

The range allows iteration via a range-based for loop, e.g. for( Creature &critter : all_creatures() ) { ... }. One shall not store the returned range nor the iterators. One can freely remove and add creatures to the game during the iteration. Added creatures will not be iterated over.

Definition at line 12087 of file game.cpp.

12088{
12089 return Creature_range( *this );
12090}
friend class Creature_range
Definition: game.h:360

References Creature_range.

Referenced by draw_ter(), get_creature_if(), and get_creatures_if().

◆ all_monsters()

game::monster_range game::all_monsters ( )

Same as all_creatures but iterators only over monsters.

Definition at line 12092 of file game.cpp.

12093{
12094 return monster_range( *this );
12095}
friend class monster_range
Definition: game.h:359

References monster_range.

Referenced by cleanup_at_end(), disp_NPCs(), get_fishable_monsters(), monmove(), place_player_overmap(), shift_monsters(), start_game(), validate_mounted_npcs(), and vertical_move().

◆ all_npcs()

game::npc_range game::all_npcs ( )

Same as all_creatures but iterators only over npcs.

Definition at line 12097 of file game.cpp.

12098{
12099 return npc_range( *this );
12100}

Referenced by do_turn(), and get_npcs_if().

◆ allies()

std::vector< npc * > game::allies ( )

Get all living player allies.

Definition at line 12001 of file game.cpp.

12002{
12003 return get_npcs_if( [&]( const npc & guy ) {
12004 if( !guy.is_hallucination() ) {
12005 return guy.is_ally( g->u );
12006 } else {
12007 return false;
12008 }
12009 } );
12010}
std::vector< npc * > get_npcs_if(const std::function< bool(const npc &)> &pred)
Definition: game.cpp:12024
Definition: npc.h:781
bool is_hallucination() const override
Definition: npc.cpp:3260

References get_npcs_if(), and npc::is_hallucination().

◆ assign_mission_id()

int game::assign_mission_id ( )

Returns the next available mission id.

Definition at line 1972 of file game.cpp.

1973{
1974 int ret = next_mission_id;
1976 return ret;
1977}

References next_mission_id, and cata::hash64_detail::ret.

◆ assign_npc_id()

character_id game::assign_npc_id ( )

Definition at line 3729 of file game.cpp.

3730{
3732 ++next_npc_id;
3733 return ret;
3734}

References next_npc_id, and cata::hash64_detail::ret.

Referenced by load(), and start_game().

◆ autopilot_vehicles()

void game::autopilot_vehicles ( )

process vehicles that are following the player

Definition at line 1771 of file game.cpp.

1772{
1773 for( wrapped_vehicle &veh : m.get_vehicles() ) {
1774 vehicle *&v = veh.v;
1775 if( v->is_following ) {
1776 v->drive_to_local_target( m.getabs( u.pos() ), true );
1777 } else if( v->is_patrolling ) {
1778 v->autopilot_patrol();
1779 }
1780 }
1781}
const tripoint & pos() const override
Definition: character.cpp:714
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8261
VehicleList get_vehicles()
Definition: map.cpp:237
A vehicle as a whole with all its components.
Definition: vehicle.h:675
void autopilot_patrol()
Definition: vehicle.cpp:701
bool is_following
Definition: vehicle.h:1983
bool is_patrolling
Definition: vehicle.h:1984
void drive_to_local_target(const tripoint &target, bool follow_protocol)
Definition: vehicle.cpp:816

References vehicle::autopilot_patrol(), vehicle::drive_to_local_target(), map::get_vehicles(), map::getabs(), vehicle::is_following, vehicle::is_patrolling, m, Character::pos(), and u.

Referenced by do_turn().

◆ autosave()

void game::autosave ( )
private

Definition at line 11420 of file game.cpp.

11421{
11422 //Don't autosave if the min-autosave interval has not passed since the last autosave/quicksave.
11423 if( time( nullptr ) < last_save_timestamp + 60 * get_option<int>( "AUTOSAVE_MINUTES" ) ) {
11424 return;
11425 }
11426 quicksave(); //Driving checks are handled by quicksave()
11427}
time_t last_save_timestamp
Definition: game.h:1067
void quicksave()
Definition: game.cpp:11375

References last_save_timestamp, and quicksave().

Referenced by do_turn().

◆ butcher()

void game::butcher ( )
private

Definition at line 8415 of file game.cpp.

8416{
8417 static const std::string salvage_string = "salvage";
8418 if( u.controlling_vehicle ) {
8419 add_msg( m_info, _( "You can't butcher while driving!" ) );
8420 return;
8421 }
8422
8423 const int factor = u.max_quality( quality_id( "BUTCHER" ) );
8424 const int factorD = u.max_quality( quality_id( "CUT_FINE" ) );
8425 const std::string no_knife_msg = _( "You don't have a butchering tool." );
8426 const std::string no_corpse_msg = _( "There are no corpses here to butcher." );
8427
8428 //You can't butcher on sealed terrain- you have to smash/shovel/etc it open first
8429 if( m.has_flag( "SEALED", u.pos() ) ) {
8430 if( m.sees_some_items( u.pos(), u ) ) {
8431 add_msg( m_info, _( "You can't access the items here." ) );
8432 } else if( factor > INT_MIN || factorD > INT_MIN ) {
8433 add_msg( m_info, no_corpse_msg );
8434 } else {
8435 add_msg( m_info, no_knife_msg );
8436 }
8437 return;
8438 }
8439
8440 const item *first_item_without_tools = nullptr;
8441 // Indices of relevant items
8442 std::vector<map_stack::iterator> corpses;
8443 std::vector<map_stack::iterator> disassembles;
8444 std::vector<map_stack::iterator> salvageables;
8445 map_stack items = m.i_at( u.pos() );
8446 const inventory &crafting_inv = u.crafting_inventory();
8447
8448 // TODO: Properly handle different material whitelists
8449 // TODO: Improve quality of this section
8450 auto salvage_filter = []( item it ) {
8451 const auto usable = it.get_usable_item( salvage_string );
8452 return usable != nullptr;
8453 };
8454
8455 std::vector< item * > salvage_tools = u.items_with( salvage_filter );
8456 int salvage_tool_index = INT_MIN;
8457 item *salvage_tool = nullptr;
8458 const salvage_actor *salvage_iuse = nullptr;
8459 if( !salvage_tools.empty() ) {
8460 salvage_tool = salvage_tools.front();
8461 salvage_tool_index = u.get_item_position( salvage_tool );
8462 item *usable = salvage_tool->get_usable_item( salvage_string );
8463 salvage_iuse = dynamic_cast<const salvage_actor *>(
8464 usable->get_use( salvage_string )->get_actor_ptr() );
8465 }
8466
8467 // Reserve capacity for each to hold entire item set if necessary to prevent
8468 // reallocations later on
8469 corpses.reserve( items.size() );
8470 salvageables.reserve( items.size() );
8471 disassembles.reserve( items.size() );
8472
8473 // Split into corpses, disassemble-able, and salvageable items
8474 // It's not much additional work to just generate a corpse list and
8475 // clear it later, but does make the splitting process nicer.
8476 for( map_stack::iterator it = items.begin(); it != items.end(); ++it ) {
8477 if( it->is_corpse() ) {
8478 corpses.push_back( it );
8479 } else {
8480 if( ( salvage_tool_index != INT_MIN ) && salvage_iuse->valid_to_cut_up( *it ) ) {
8481 salvageables.push_back( it );
8482 }
8483 if( crafting::can_disassemble( u, *it, crafting_inv ).success() ) {
8484 disassembles.push_back( it );
8485 } else if( !first_item_without_tools ) {
8486 first_item_without_tools = &*it;
8487 }
8488 }
8489 }
8490
8491 // Clear corpses if butcher and dissect factors are INT_MIN
8492 if( factor == INT_MIN && factorD == INT_MIN ) {
8493 corpses.clear();
8494 }
8495
8496 if( corpses.empty() && disassembles.empty() && salvageables.empty() ) {
8497 if( factor > INT_MIN || factorD > INT_MIN ) {
8498 add_msg( m_info, no_corpse_msg );
8499 } else {
8500 add_msg( m_info, no_knife_msg );
8501 }
8502
8503 if( first_item_without_tools ) {
8504 add_msg( m_info, _( "You don't have the necessary tools to disassemble any items here." ) );
8505 // Just for the "You need x to disassemble y" messages
8506 const auto ret = crafting::can_disassemble( u, *first_item_without_tools, crafting_inv );
8507 if( !ret.success() ) {
8508 add_msg( m_info, "%s", ret.c_str() );
8509 }
8510 }
8511 return;
8512 }
8513
8514 Creature *hostile_critter = is_hostile_very_close();
8515 if( hostile_critter != nullptr ) {
8516 if( !query_yn( _( "You see %s nearby! Start butchering anyway?" ),
8517 hostile_critter->disp_name() ) ) {
8518 return;
8519 }
8520 }
8521
8522 // Magic indices for special butcher options
8523 enum : int {
8524 MULTISALVAGE = MAX_ITEM_IN_SQUARE + 1,
8525 MULTIBUTCHER,
8526 MULTIDISASSEMBLE_ONE,
8527 MULTIDISASSEMBLE_ALL,
8528 NUM_BUTCHER_ACTIONS
8529 };
8530 // What are we butchering (i.e.. which vector to pick indices from)
8531 enum {
8532 BUTCHER_CORPSE,
8533 BUTCHER_DISASSEMBLE,
8534 BUTCHER_SALVAGE,
8535 BUTCHER_OTHER // For multisalvage etc.
8536 } butcher_select = BUTCHER_CORPSE;
8537 // Index to std::vector of iterators...
8538 int indexer_index = 0;
8539
8540 // Generate the indexed stacks so we can display them nicely
8541 const auto disassembly_stacks = generate_butcher_stack_display( disassembles );
8542 const auto salvage_stacks = generate_butcher_stack_display( salvageables );
8543 // Always ask before cutting up/disassembly, but not before butchery
8544 size_t ret = 0;
8545 if( !corpses.empty() || !disassembles.empty() || !salvageables.empty() ) {
8546 uilist kmenu;
8547 kmenu.text = _( "Choose corpse to butcher / item to disassemble" );
8548
8549 size_t i = 0;
8550 // Add corpses, disassembleables, and salvagables to the UI
8551 add_corpses( kmenu, corpses, i );
8552 add_disassemblables( kmenu, disassembly_stacks, i );
8553 if( salvage_iuse && !salvageables.empty() ) {
8554 add_salvagables( kmenu, salvage_stacks, i, *salvage_iuse );
8555 }
8556
8557 if( corpses.size() > 1 ) {
8558 kmenu.addentry( MULTIBUTCHER, true, 'b', _( "Butcher everything" ) );
8559 }
8560 if( disassembles.size() > 1 ) {
8561 int time_to_disassemble = 0;
8562 int time_to_disassemble_all = 0;
8563 for( const auto &stack : disassembly_stacks ) {
8564 const int time = recipe_dictionary::get_uncraft( stack.first->typeId() ).time;
8565 time_to_disassemble += time;
8566 time_to_disassemble_all += time * stack.second;
8567 }
8568
8569 kmenu.addentry_col( MULTIDISASSEMBLE_ONE, true, 'D', _( "Disassemble everything once" ),
8570 to_string_clipped( time_duration::from_turns( time_to_disassemble / 100 ) ) );
8571 kmenu.addentry_col( MULTIDISASSEMBLE_ALL, true, 'd', _( "Disassemble everything recursively" ),
8572 to_string_clipped( time_duration::from_turns( time_to_disassemble_all / 100 ) ) );
8573 }
8574 if( salvage_iuse && salvageables.size() > 1 ) {
8575 int time_to_salvage = 0;
8576 for( const auto &stack : salvage_stacks ) {
8577 time_to_salvage += salvage_iuse->time_to_cut_up( *stack.first ) * stack.second;
8578 }
8579
8580 kmenu.addentry_col( MULTISALVAGE, true, 'z', _( "Cut up everything" ),
8581 to_string_clipped( time_duration::from_turns( time_to_salvage / 100 ) ) );
8582 }
8583
8584 kmenu.query();
8585
8586 if( kmenu.ret < 0 || kmenu.ret >= NUM_BUTCHER_ACTIONS ) {
8587 return;
8588 }
8589
8590 ret = static_cast<size_t>( kmenu.ret );
8591 if( ret >= MULTISALVAGE && ret < NUM_BUTCHER_ACTIONS ) {
8592 butcher_select = BUTCHER_OTHER;
8593 indexer_index = ret;
8594 } else if( ret < corpses.size() ) {
8595 butcher_select = BUTCHER_CORPSE;
8596 indexer_index = ret;
8597 } else if( ret < corpses.size() + disassembly_stacks.size() ) {
8598 butcher_select = BUTCHER_DISASSEMBLE;
8599 indexer_index = ret - corpses.size();
8600 } else if( ret < corpses.size() + disassembly_stacks.size() + salvage_stacks.size() ) {
8601 butcher_select = BUTCHER_SALVAGE;
8602 indexer_index = ret - corpses.size() - disassembly_stacks.size();
8603 } else {
8604 debugmsg( "Invalid butchery index: %d", ret );
8605 return;
8606 }
8607 }
8608
8609 if( !u.has_morale_to_craft() ) {
8610 if( butcher_select == BUTCHER_CORPSE || indexer_index == MULTIBUTCHER ) {
8611 add_msg( m_info,
8612 _( "You are not in the mood and the prospect of guts and blood on your hands convinces you to turn away." ) );
8613 } else {
8614 add_msg( m_info,
8615 _( "You are not in the mood and the prospect of work stops you before you begin." ) );
8616 }
8617 return;
8618 }
8619 const auto helpers = u.get_crafting_helpers( 3 );
8620 for( const npc *np : helpers ) {
8621 add_msg( m_info, _( "%s helps with this task…" ), np->name );
8622 }
8623 switch( butcher_select ) {
8624 case BUTCHER_OTHER:
8625 switch( indexer_index ) {
8626 case MULTISALVAGE:
8627 u.assign_activity( activity_id( "ACT_LONGSALVAGE" ), 0, salvage_tool_index );
8628 break;
8629 case MULTIBUTCHER:
8630 butcher_submenu( corpses );
8631 for( map_stack::iterator &it : corpses ) {
8632 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*it );
8633 }
8634 break;
8635 case MULTIDISASSEMBLE_ONE:
8636 crafting::disassemble_all( u, false );
8637 break;
8638 case MULTIDISASSEMBLE_ALL:
8640 break;
8641 default:
8642 debugmsg( "Invalid butchery type: %d", indexer_index );
8643 return;
8644 }
8645 break;
8646 case BUTCHER_CORPSE: {
8647 butcher_submenu( corpses, indexer_index );
8648 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*corpses[indexer_index] );
8649 }
8650 break;
8651 case BUTCHER_DISASSEMBLE: {
8652 // Pick index of first item in the disassembly stack
8653 item *const target = &*disassembly_stacks[indexer_index].first;
8655 }
8656 break;
8657 case BUTCHER_SALVAGE: {
8658 if( !salvage_iuse || !salvage_tool ) {
8659 debugmsg( "null salve_iuse or salvage_tool" );
8660 } else {
8661 // Pick index of first item in the salvage stack
8662 item *const target = &*salvage_stacks[indexer_index].first;
8663 item_location item_loc( map_cursor( u.pos() ), target );
8664 salvage_iuse->cut_up( u, *salvage_tool, item_loc );
8665 }
8666 }
8667 break;
8668 }
8669}
string_id< activity_type > activity_id
Definition: activity_type.h:15
static std::string to_string_clipped(const int num, const clipped_unit type, const clipped_align align)
Definition: calendar.cpp:228
bool controlling_vehicle
Definition: character.h:228
player_activity activity
Definition: character.h:1516
int get_item_position(const item *it) const
Returns the item position (suitable for i_at or similar) of a specific item.
Definition: character.cpp:2407
bool has_morale_to_craft() const
Definition: crafting.cpp:335
const inventory & crafting_inventory(bool clear_path)
Definition: crafting.cpp:553
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9194
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
Creature * is_hostile_very_close()
Definition: game.cpp:3743
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
size_t size() const
Definition: item_stack.cpp:10
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
Definition: item.h:177
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7833
const use_function * get_use(const std::string &use_name) const
Returns the pointer to use_function with name use_name assigned to the type of this item or any of it...
Definition: item.cpp:7807
Definition: map.h:105
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2293
map_stack i_at(const tripoint &p)
Definition: map.cpp:4079
bool sees_some_items(const tripoint &p, const Creature &who) const
Check if creature can see some items at p.
Definition: map.cpp:4725
std::vector< item_location > targets
std::vector< npc * > get_crafting_helpers(size_t max=0) const
Returns nearby NPCs ready and willing to help with crafting or some other manual task.
Definition: crafting.cpp:2308
static const recipe & get_uncraft(const itype_id &id)
Returns disassembly recipe (or null recipe if no match)
int time
Definition: recipe.h:59
Cuts stuff up into components.
Definition: iuse_actor.h:567
bool valid_to_cut_up(const item &it) const
int cut_up(player &p, item &it, item_location &cut) const
int time_to_cut_up(const item &it) const
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
uilist: scrolling vertical list menu
Definition: ui.h:187
int ret
Definition: ui.h:412
void addentry_col(int r, bool e, int k, const std::string &str, const std::string &column, const std::string &desc="")
Definition: ui.cpp:962
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:942
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:276
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:324
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
static void butcher_submenu(const std::vector< map_stack::iterator > &corpses, int corpse=-1)
Definition: game.cpp:8265
static void add_salvagables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index, const salvage_actor &salvage_iuse)
Definition: game.cpp:8223
static void add_disassemblables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index)
Definition: game.cpp:8244
static std::vector< std::pair< map_stack::iterator, int > > generate_butcher_stack_display(const std::vector< map_stack::iterator > &its)
Definition: game.cpp:8176
static void add_corpses(uilist &menu, const std::vector< map_stack::iterator > &its, size_t &menu_index)
Definition: game.cpp:8211
static constexpr int MAX_ITEM_IN_SQUARE
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:838
ret_val< bool > can_disassemble(const Character &who, const item &obj, const inventory &inv)
Check if character can disassemble an item using the given crafting inventory.
Definition: crafting.cpp:1875
bool disassemble(avatar &you)
Prompt for an item to disassemble, then start activity.
Definition: crafting.cpp:2074
bool disassemble_all(avatar &you, bool recursively)
Start an activity to disassemble all items in avatar's square.
Definition: crafting.cpp:2085
bool query_yn(const std::string &text)
Definition: output.cpp:698
iuse_actor * get_actor_ptr()
Definition: iuse.h:314
string_id< quality > quality_id
Definition: type_id.h:181

References _, Character::activity, add_corpses(), add_disassemblables(), add_msg(), add_salvagables(), uilist::addentry(), uilist::addentry_col(), Character::assign_activity(), item_stack::begin(), butcher_submenu(), crafting::can_disassemble(), Character::controlling_vehicle, Character::crafting_inventory(), salvage_actor::cut_up(), debugmsg, crafting::disassemble(), crafting::disassemble_all(), Creature::disp_name(), item_stack::end(), time_duration::from_turns(), generate_butcher_stack_display(), use_function::get_actor_ptr(), player::get_crafting_helpers(), Character::get_item_position(), recipe_dictionary::get_uncraft(), item::get_usable_item(), item::get_use(), map::has_flag(), Character::has_morale_to_craft(), map::i_at(), is_hostile_very_close(), visitable< T >::items_with(), m, m_info, MAX_ITEM_IN_SQUARE, visitable< T >::max_quality(), Character::pos(), uilist::query(), query_yn(), cata::hash64_detail::ret, uilist::ret, map::sees_some_items(), item_stack::size(), player_activity::targets, uilist::text, recipe::time, salvage_actor::time_to_cut_up(), to_string_clipped(), u, and salvage_actor::valid_to_cut_up().

Referenced by handle_action().

◆ calc_driving_offset()

void game::calc_driving_offset ( vehicle veh = nullptr)

Definition at line 1351 of file game.cpp.

1352{
1353 if( veh == nullptr || !get_option<bool>( "DRIVING_VIEW_OFFSET" ) ) {
1355 return;
1356 }
1357 const int g_light_level = static_cast<int>( light_level( u.posz() ) );
1358 const int light_sight_range = u.sight_range( g_light_level );
1359 int sight = std::max( veh_lumi( *veh ), light_sight_range );
1360
1361 // The maximal offset will leave at least this many tiles
1362 // between the PC and the edge of the main window.
1363 static const int border_range = 2;
1364 point max_offset( ( getmaxx( w_terrain ) + 1 ) / 2 - border_range - 1,
1365 ( getmaxy( w_terrain ) + 1 ) / 2 - border_range - 1 );
1366
1367 // velocity at or below this results in no offset at all
1368 static const float min_offset_vel = 1 * vehicles::vmiph_per_tile;
1369 // velocity at or above this results in maximal offset
1370 static const float max_offset_vel = std::min( max_offset.y, max_offset.x ) *
1372 float velocity = veh->velocity;
1373 rl_vec2d offset = veh->move_vec();
1374 if( !veh->skidding && veh->player_in_control( u ) &&
1375 std::abs( veh->cruise_velocity - veh->velocity ) < 7 * vehicles::vmiph_per_tile ) {
1376 // Use the cruise controlled velocity, but only if
1377 // it is not too different from the actual velocity.
1378 // The actual velocity changes too often (see above slowdown).
1379 // Using it makes would make the offset change far too often.
1380 offset = veh->face_vec();
1381 velocity = veh->cruise_velocity;
1382 }
1383 float rel_offset;
1384 if( std::fabs( velocity ) < min_offset_vel ) {
1385 rel_offset = 0;
1386 } else if( std::fabs( velocity ) > max_offset_vel ) {
1387 rel_offset = ( velocity > 0 ) ? 1 : -1;
1388 } else {
1389 rel_offset = ( velocity - min_offset_vel ) / ( max_offset_vel - min_offset_vel );
1390 }
1391 // Squeeze into the corners, by making the offset vector longer,
1392 // the PC is still in view as long as both offset.x and
1393 // offset.y are <= 1
1394 if( std::fabs( offset.x ) > std::fabs( offset.y ) && std::fabs( offset.x ) > 0.2 ) {
1395 offset.y /= std::fabs( offset.x );
1396 offset.x = ( offset.x > 0 ) ? +1 : -1;
1397 } else if( std::fabs( offset.y ) > 0.2 ) {
1398 offset.x /= std::fabs( offset.y );
1399 offset.y = offset.y > 0 ? +1 : -1;
1400 }
1401 offset.x *= rel_offset;
1402 offset.y *= rel_offset;
1403 offset.x *= max_offset.x;
1404 offset.y *= max_offset.y;
1405 // [ ----@---- ] sight=6
1406 // [ --@------ ] offset=2
1407 // [ -@------# ] offset=3
1408 // can see sights square in every direction, total visible area is
1409 // (2*sight+1)x(2*sight+1), but the window is only
1410 // getmaxx(w_terrain) x getmaxy(w_terrain)
1411 // The area outside of the window is maxoff (sight-getmax/2).
1412 // If that value is <= 0, the whole visible area fits the window.
1413 // don't apply the view offset at all.
1414 // If the offset is > maxoff, only apply at most maxoff, everything
1415 // above leads to invisible area in front of the car.
1416 // It will display (getmax/2+offset) squares in one direction and
1417 // (getmax/2-offset) in the opposite direction (centered on the PC).
1418 const point maxoff( ( sight * 2 + 1 - getmaxx( w_terrain ) ) / 2,
1419 ( sight * 2 + 1 - getmaxy( w_terrain ) ) / 2 );
1420 if( maxoff.x <= 0 ) {
1421 offset.x = 0;
1422 } else if( offset.x > 0 && offset.x > maxoff.x ) {
1423 offset.x = maxoff.x;
1424 } else if( offset.x < 0 && -offset.x > maxoff.x ) {
1425 offset.x = -maxoff.x;
1426 }
1427 if( maxoff.y <= 0 ) {
1428 offset.y = 0;
1429 } else if( offset.y > 0 && offset.y > maxoff.y ) {
1430 offset.y = maxoff.y;
1431 } else if( offset.y < 0 && -offset.y > maxoff.y ) {
1432 offset.y = -maxoff.y;
1433 }
1434
1435 // Turn the offset into a vector that increments the offset toward the desired position
1436 // instead of setting it there instantly, should smooth out jerkiness.
1437 const point offset_difference( -driving_view_offset + point( offset.x, offset.y ) );
1438
1439 const point offset_sign( ( offset_difference.x < 0 ) ? -1 : 1,
1440 ( offset_difference.y < 0 ) ? -1 : 1 );
1441 // Shift the current offset in the direction of the calculated offset by one tile
1442 // per draw event, but snap to calculated offset if we're close enough to avoid jitter.
1443 offset.x = ( std::abs( offset_difference.x ) > 1 ) ?
1444 ( driving_view_offset.x + offset_sign.x ) : offset.x;
1445 offset.y = ( std::abs( offset_difference.y ) > 1 ) ?
1446 ( driving_view_offset.y + offset_sign.y ) : offset.y;
1447
1448 set_driving_view_offset( point( offset.x, offset.y ) );
1449}
int posz() const override
Definition: character.h:785
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:719
point driving_view_offset
Definition: game.h:1023
catacurses::window w_terrain
Definition: game.h:1013
void set_driving_view_offset(const point &p)
Definition: game.cpp:1708
unsigned char light_level(int zlev) const
Returns coarse number-of-squares of visibility at the current light level.
Definition: game.cpp:3715
rl_vec2d move_vec() const
rl_vec2d face_vec() const
bool skidding
Definition: vehicle.h:1999
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:277
int velocity
Definition: vehicle.h:1918
int cruise_velocity
Definition: vehicle.h:1920
static int veh_lumi(vehicle &veh)
Definition: game.cpp:1333
int getmaxx(const window &win)
Definition: ncurses_def.cpp:58
int getmaxy(const window &win)
Definition: ncurses_def.cpp:63
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
constexpr float vmiph_per_tile
Definition: vehicle.h:68
static constexpr point point_zero
Definition: point.h:274
Definition: point.h:35
int y
Definition: point.h:39
int x
Definition: point.h:38
float y
Definition: point_float.h:13
float x
Definition: point_float.h:12

References vehicle::cruise_velocity, driving_view_offset, units::fabs(), vehicle::face_vec(), catacurses::getmaxx(), catacurses::getmaxy(), light_level(), vehicle::move_vec(), vehicle::player_in_control(), point_zero, Character::posz(), set_driving_view_offset(), Character::sight_range(), vehicle::skidding, u, veh_lumi(), vehicle::velocity, vehicles::vmiph_per_tile, w_terrain, point::x, rl_vec2d::x, point::y, and rl_vec2d::y.

Referenced by do_turn().

◆ cancel_activity_or_ignore_query()

bool game::cancel_activity_or_ignore_query ( distraction_type  type,
const std::string &  text 
)

Asks if the player wants to cancel their activity and if so cancels it.

Additionally checks if the player wants to ignore further distractions.

Definition at line 1810 of file game.cpp.

1811{
1813 if( u.has_distant_destination() ) {
1814 if( cancel_auto_move( u, text ) ) {
1815 return true;
1816 } else {
1818 return false;
1819 }
1820 }
1822 return false;
1823 }
1824 const bool force_uc = get_option<bool>( "FORCE_CAPITAL_YN" );
1825 const auto &allow_key = force_uc ? input_context::disallow_lower_case
1827
1828 const auto &action = query_popup()
1829 .context( "CANCEL_ACTIVITY_OR_IGNORE_QUERY" )
1830 .message( force_uc ?
1831 pgettext( "cancel_activity_or_ignore_query",
1832 "<color_light_red>%s %s (Case Sensitive)</color>" ) :
1833 pgettext( "cancel_activity_or_ignore_query",
1834 "<color_light_red>%s %s</color>" ),
1835 text, u.activity.get_stop_phrase() )
1836 .option( "YES", allow_key )
1837 .option( "NO", allow_key )
1838 .option( "MANAGER", allow_key )
1839 .option( "IGNORE", allow_key )
1840 .query()
1841 .action;
1842
1843 if( action == "YES" ) {
1845 return true;
1846 }
1847 if( action == "IGNORE" ) {
1849 for( auto &activity : u.backlog ) {
1850 activity.ignore_distraction( type );
1851 }
1852 }
1853 if( action == "MANAGER" ) {
1856 return true;
1857 }
1858
1861
1862 return false;
1863}
void set_destination(const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
void cancel_activity()
Definition: character.cpp:9237
std::vector< tripoint > & get_auto_move_route()
std::list< player_activity > backlog
Definition: character.h:1517
bool has_distant_destination() const
static const input_event_filter allow_all_keys
Definition: input.h:545
static const input_event_filter disallow_lower_case
Definition: input.h:544
bool is_distraction_ignored(distraction_type type) const
std::string get_stop_phrase() const
void ignore_distraction(distraction_type type)
UI class for displaying messages or querying player input with popups.
Definition: popup.h:39
query_popup & context(const std::string &cat)
Specify the input context.
Definition: popup.cpp:21
query_popup & option(const std::string &opt)
Specify an action as an option.
Definition: popup.cpp:28
result query()
Query until a valid action or an error happens and return the result.
Definition: popup.cpp:348
query_popup & message(const std::string &fmt, Args &&... args)
Specify the query message.
Definition: popup.h:91
@ action
Definition: dialogue.h:36
distraction_manager::distraction_manager_gui & get_distraction_manager()
@ type
Definition: enums.h:75
static bool cancel_auto_move(player &p, const std::string &text)
Definition: game.cpp:1797
void redraw()
Invalidate the top window and redraw all invalidated windows.
Definition: ui_manager.cpp:389
void refresh_display()
Make changes made to the display visible to the user immediately.
std::string action
Definition: popup.h:68
const char * pgettext(const char *context, const char *msgid)

References action, query_popup::result::action, Character::activity, input_context::allow_all_keys, Character::backlog, Character::cancel_activity(), cancel_auto_move(), query_popup::context(), input_context::disallow_lower_case, Character::get_auto_move_route(), get_distraction_manager(), player_activity::get_stop_phrase(), Character::has_distant_destination(), player_activity::ignore_distraction(), invalidate_main_ui_adaptor(), player_activity::is_distraction_ignored(), query_popup::message(), query_popup::option(), pgettext(), query_popup::query(), ui_manager::redraw(), refresh_display(), Character::set_destination(), distraction_manager::distraction_manager_gui::show(), type, and u.

Referenced by mon_info_update(), monmove(), and process_voluntary_act_interrupt().

◆ cancel_activity_query()

bool game::cancel_activity_query ( const std::string &  text)

Asks if the player wants to cancel their activity, and if so cancels it.

Definition at line 1865 of file game.cpp.

1866{
1868 if( u.has_distant_destination() ) {
1869 if( cancel_auto_move( u, text ) ) {
1870 return true;
1871 } else {
1873 return false;
1874 }
1875 }
1876 if( !u.activity ) {
1877 return false;
1878 }
1879 if( query_yn( "%s %s", text, u.activity.get_stop_phrase() ) ) {
1883 return true;
1884 }
1885 return false;
1886}
void clear_destination()
void resume_backlog_activity()
Definition: character.cpp:9269

References Character::activity, Character::cancel_activity(), cancel_auto_move(), Character::clear_destination(), Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), invalidate_main_ui_adaptor(), query_yn(), Character::resume_backlog_activity(), Character::set_destination(), and u.

Referenced by handle_key_blocking_activity().

◆ catch_a_monster()

void game::catch_a_monster ( monster fish,
const tripoint pos,
player p,
const time_duration catch_duration 
)

Picks and spawns a random fish from the remaining fish list when a fish is caught.

Definition at line 1783 of file game.cpp.

1785{
1786 //spawn the corpse, rotten by a part of the duration
1788 catch_duration ) ) );
1789 if( u.sees( pos ) ) {
1790 u.add_msg_if_player( m_good, _( "You caught a %s." ), fish->type->nname() );
1791 }
1792 //quietly kill the caught
1793 fish->no_corpse_quiet = true;
1794 fish->die( p );
1795}
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:507
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4224
bool no_corpse_quiet
Definition: monster.h:485
void die(Creature *killer) override
Empty function.
Definition: monster.cpp:2267
const mtype * type
Definition: monster.h:481
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:3973
time_point turn
Definition: calendar.cpp:36
mtype_id id
Definition: mtype.h:240
std::string nname(unsigned int quantity=1) const
Definition: mtype.cpp:65

References _, map::add_item_or_charges(), player::add_msg_if_player(), monster::die(), mtype::id, m, m_good, item::make_corpse(), mtype::nname(), monster::no_corpse_quiet, rng(), Character::sees(), calendar::turn, monster::type, and u.

◆ chat()

void game::chat ( )
private

Definition at line 394 of file npctalk.cpp.

395{
396 int volume = g->u.get_shout_volume();
397
398 const std::vector<npc *> available = get_npcs_if( [&]( const npc & guy ) {
399 // TODO: Get rid of the z-level check when z-level vision gets "better"
400 return u.posz() == guy.posz() && u.sees( guy.pos() ) &&
401 rl_dist( u.pos(), guy.pos() ) <= SEEX * 2;
402 } );
403 const int available_count = available.size();
404 const std::vector<npc *> followers = get_npcs_if( [&]( const npc & guy ) {
405 return guy.is_player_ally() && guy.is_following() && guy.can_hear( u.pos(), volume );
406 } );
407 const int follower_count = followers.size();
408 const std::vector<npc *> guards = get_npcs_if( [&]( const npc & guy ) {
409 return guy.mission == NPC_MISSION_GUARD_ALLY &&
410 guy.companion_mission_role_id != "FACTION_CAMP" &&
411 guy.can_hear( u.pos(), volume );
412 } );
413 const int guard_count = guards.size();
414
415 if( g->u.has_trait( trait_PROF_FOODP ) && !( g->u.is_wearing( itype_id( "foodperson_mask" ) ) ||
416 g->u.is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
417 g->u.add_msg_if_player( m_warning, _( "You can't speak without your face!" ) );
418 return;
419 }
420 std::vector<vehicle *> animal_vehicles;
421 std::vector<vehicle *> following_vehicles;
422 std::vector<vehicle *> magic_vehicles;
423 std::vector<vehicle *> magic_following_vehicles;
424 for( auto &veh : g->m.get_vehicles() ) {
425 auto &v = veh.v;
426 if( v->has_engine_type( fuel_type_animal, false ) && v->is_owned_by( g->u ) ) {
427 animal_vehicles.push_back( v );
428 if( v->is_following ) {
429 following_vehicles.push_back( v );
430 }
431 }
432 if( v->magic ) {
433 for( const vpart_reference &vp : v->get_all_parts() ) {
434 const vpart_info &vpi = vp.info();
435 if( vpi.has_flag( "MAGIC_FOLLOW" ) ) {
436 magic_vehicles.push_back( v );
437 if( v->is_following ) {
438 magic_following_vehicles.push_back( v );
439 }
440 break;
441 }
442 }
443 }
444 }
445
446 uilist nmenu;
447 nmenu.text = std::string( _( "What do you want to do?" ) );
448
449 if( !available.empty() ) {
450 nmenu.addentry( NPC_CHAT_TALK, true, 't', available_count == 1 ?
451 string_format( _( "Talk to %s" ), available.front()->name ) :
452 _( "Talk to…" )
453 );
454 }
455 nmenu.addentry( NPC_CHAT_YELL, true, 'a', _( "Yell" ) );
456 nmenu.addentry( NPC_CHAT_SENTENCE, true, 'b', _( "Yell a sentence" ) );
457 if( !animal_vehicles.empty() ) {
459 _( "Whistle at your animals pulling vehicles to follow you." ) );
460 }
461 if( !magic_vehicles.empty() ) {
463 _( "Utter a magical command that will order your magical vehicles to follow you." ) );
464 }
465 if( !magic_following_vehicles.empty() ) {
467 _( "Utter a magical command that will order your magical vehicles to stop following you." ) );
468 }
469 if( !following_vehicles.empty() ) {
471 _( "Whistle at your animals pulling vehicles to stop following you." ) );
472 }
473 if( !guards.empty() ) {
474 nmenu.addentry( NPC_CHAT_FOLLOW, true, 'f', guard_count == 1 ?
475 string_format( _( "Tell %s to follow" ), guards.front()->name ) :
476 _( "Tell someone to follow…" )
477 );
478 }
479 if( !followers.empty() ) {
480 nmenu.addentry( NPC_CHAT_GUARD, true, 'g', follower_count == 1 ?
481 string_format( _( "Tell %s to guard" ), followers.front()->name ) :
482 _( "Tell someone to guard…" )
483 );
484 nmenu.addentry( NPC_CHAT_AWAKE, true, 'w', _( "Tell everyone on your team to wake up" ) );
485 nmenu.addentry( NPC_CHAT_MOUNT, true, 'M', _( "Tell everyone on your team to mount up" ) );
486 nmenu.addentry( NPC_CHAT_DISMOUNT, true, 'm', _( "Tell everyone on your team to dismount" ) );
487 nmenu.addentry( NPC_CHAT_DANGER, true, 'D',
488 _( "Tell everyone on your team to prepare for danger" ) );
489 nmenu.addentry( NPC_CHAT_CLEAR_OVERRIDES, true, 'r',
490 _( "Tell everyone on your team to relax (Clear Overrides)" ) );
491 nmenu.addentry( NPC_CHAT_ORDERS, true, 'o', _( "Tell everyone on your team to temporarily…" ) );
492 }
493 std::string message;
494 std::string yell_msg;
495 bool is_order = true;
496 nmenu.query();
497
498 if( nmenu.ret < 0 ) {
499 return;
500 }
501
502 switch( nmenu.ret ) {
503 case NPC_CHAT_TALK: {
504 const int npcselect = npc_select_menu( available, _( "Talk to whom?" ), false );
505 if( npcselect < 0 ) {
506 return;
507 }
508 available[npcselect]->talk_to_u();
509 break;
510 }
511 case NPC_CHAT_YELL:
512 is_order = false;
513 message = _( "loudly." );
514 break;
515 case NPC_CHAT_SENTENCE: {
516 std::string popupdesc = _( "Enter a sentence to yell" );
518 popup.title( _( "Yell a sentence" ) )
519 .width( 64 )
520 .description( popupdesc )
521 .identifier( "sentence" )
522 .max_length( 128 )
523 .query();
524 yell_msg = popup.text();
525 is_order = false;
526 break;
527 }
528 case NPC_CHAT_GUARD: {
529 const int npcselect = npc_select_menu( followers, _( "Who should guard here?" ) );
530 if( npcselect < 0 ) {
531 return;
532 }
533 if( npcselect == follower_count ) {
534 for( npc *them : followers ) {
536 }
537 yell_msg = _( "Everyone guard here!" );
538 } else {
539 talk_function::assign_guard( *followers[npcselect] );
540 yell_msg = string_format( _( "Guard here, %s!" ), followers[npcselect]->name );
541 }
542 break;
543 }
544 case NPC_CHAT_FOLLOW: {
545 const int npcselect = npc_select_menu( guards, _( "Who should follow you?" ) );
546 if( npcselect < 0 ) {
547 return;
548 }
549 if( npcselect == guard_count ) {
550 for( npc *them : guards ) {
552 }
553 yell_msg = _( "Everyone follow me!" );
554 } else {
555 talk_function::stop_guard( *guards[npcselect] );
556 yell_msg = string_format( _( "Follow me, %s!" ), guards[npcselect]->name );
557 }
558 break;
559 }
560 case NPC_CHAT_AWAKE:
561 for( npc *them : followers ) {
562 talk_function::wake_up( *them );
563 }
564 yell_msg = _( "Stay awake!" );
565 break;
566 case NPC_CHAT_MOUNT:
567 for( npc *them : followers ) {
568 if( them->has_effect( effect_riding ) ) {
569 continue;
570 }
572 }
573 yell_msg = _( "Mount up!" );
574 break;
576 for( npc *them : followers ) {
577 if( them->has_effect( effect_riding ) ) {
578 them->npc_dismount();
579 }
580 }
581 yell_msg = _( "Dismount!" );
582 break;
583 case NPC_CHAT_DANGER:
584 for( npc *them : followers ) {
585 them->rules.set_danger_overrides();
586 }
587 yell_msg = _( "We're in danger. Stay awake, stay close, don't go wandering off, "
588 "and don't open any doors." );
589 break;
591 for( npc *p : followers ) {
593 }
594 yell_msg = _( "As you were." );
595 break;
596 case NPC_CHAT_ORDERS:
597 npc_temp_orders_menu( followers );
598 break;
601 break;
604 break;
607 break;
610 break;
611 default:
612 return;
613 }
614
615 if( !yell_msg.empty() ) {
616 message = string_format( "\"%s\"", yell_msg );
617 }
618 if( !message.empty() ) {
619 add_msg( _( "You yell %s" ), message );
620 u.shout( string_format( _( "%s yelling %s" ), u.disp_name(), message ), is_order );
621 }
622
623 u.moves -= 100;
624}
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:546
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7729
bool can_hear(const tripoint &source, int volume) const
int moves
Definition: creature.h:569
std::string companion_mission_role_id
Definition: npc.h:1318
npc_mission mission
Definition: npc.h:1325
bool is_player_ally() const
Definition: npc.cpp:1987
bool is_following() const
Definition: npc.cpp:2018
Shows a window querying the user for input.
bool has_flag(const std::string &flag) const
Definition: veh_type.h:336
This is a wrapper over a vehicle pointer and a reference to a part of it.
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
static constexpr int SEEX
std::string message
Definition: mapgen.cpp:408
std::string name(type dir)
Get Human readable name of a direction.
Definition: overmap.cpp:4126
void wake_up(npc &)
void find_mount(npc &)
void clear_overrides(npc &p)
void stop_guard(npc &)
void assign_guard(npc &)
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16
@ NPC_MISSION_GUARD_ALLY
Definition: npc.h:187
static const efftype_id effect_riding("riding")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static int npc_select_menu(const std::vector< npc * > &npc_list, const std::string &prompt, const bool everyone=true)
Definition: npctalk.cpp:220
static void tell_magic_veh_stop_following()
Definition: npctalk.cpp:377
static void tell_veh_stop_following()
Definition: npctalk.cpp:340
static void assign_veh_to_follow()
Definition: npctalk.cpp:351
static void npc_temp_orders_menu(const std::vector< npc * > &npc_list)
Definition: npctalk.cpp:252
static const itype_id fuel_type_animal("animal")
@ NPC_CHAT_MOUNT
Definition: npctalk.cpp:200
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:214
@ NPC_CHAT_YELL
Definition: npctalk.cpp:195
@ NPC_CHAT_FOLLOW
Definition: npctalk.cpp:198
@ NPC_CHAT_GUARD
Definition: npctalk.cpp:197
@ NPC_CHAT_DISMOUNT
Definition: npctalk.cpp:201
@ NPC_CHAT_ANIMAL_VEHICLE_FOLLOW
Definition: npctalk.cpp:211
@ NPC_CHAT_ORDERS
Definition: npctalk.cpp:203
@ NPC_CHAT_SENTENCE
Definition: npctalk.cpp:196
@ NPC_CHAT_CLEAR_OVERRIDES
Definition: npctalk.cpp:210
@ NPC_CHAT_DANGER
Definition: npctalk.cpp:202
@ NPC_CHAT_AWAKE
Definition: npctalk.cpp:199
@ NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:212
@ NPC_CHAT_TALK
Definition: npctalk.cpp:194
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW
Definition: npctalk.cpp:213
static void tell_magic_veh_to_follow()
Definition: npctalk.cpp:361
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764

References _, add_msg(), uilist::addentry(), talk_function::assign_guard(), assign_veh_to_follow(), available, Character::can_hear(), talk_function::clear_overrides(), npc::companion_mission_role_id, Character::disp_name(), effect_riding, talk_function::find_mount(), fuel_type_animal, g, get_npcs_if(), vpart_info::has_flag(), npc::is_following(), npc::is_player_ally(), m_warning, mapgen_defer::message, npc::mission, Creature::moves, om_direction::name(), NPC_CHAT_ANIMAL_VEHICLE_FOLLOW, NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW, NPC_CHAT_AWAKE, NPC_CHAT_CLEAR_OVERRIDES, NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW, NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW, NPC_CHAT_DANGER, NPC_CHAT_DISMOUNT, NPC_CHAT_FOLLOW, NPC_CHAT_GUARD, NPC_CHAT_MOUNT, NPC_CHAT_ORDERS, NPC_CHAT_SENTENCE, NPC_CHAT_TALK, NPC_CHAT_YELL, NPC_MISSION_GUARD_ALLY, npc_select_menu(), npc_temp_orders_menu(), popup(), Character::pos(), Character::posz(), uilist::query(), uilist::ret, rl_dist(), Character::sees(), SEEX, Character::shout(), talk_function::stop_guard(), string_format(), tell_magic_veh_stop_following(), tell_magic_veh_to_follow(), tell_veh_stop_following(), uilist::text, trait_PROF_FOODP, u, and talk_function::wake_up().

Referenced by handle_action().

◆ check_mod_data()

bool game::check_mod_data ( const std::vector< mod_id > &  opts,
loading_ui ui 
)

Check if mods can be successfully loaded.

Parameters
optscheck specific mods (or all if unspecified)
Returns
whether all mods were successfully loaded

Definition at line 351 of file game.cpp.

352{
353 auto &tree = world_generator->get_mod_manager().get_tree();
354
355 // deduplicated list of mods to check
356 std::set<mod_id> check( opts.begin(), opts.end() );
357
358 // if no specific mods specified check all non-obsolete mods
359 if( check.empty() ) {
360 for( const mod_id &e : world_generator->get_mod_manager().all_mods() ) {
361 if( !e->obsolete ) {
362 check.emplace( e );
363 }
364 }
365 }
366
367 if( check.empty() ) {
368 world_generator->set_active_world( nullptr );
369 world_generator->init();
370 const std::vector<mod_id> mods_empty;
371 WORLDPTR test_world = world_generator->make_new_world( mods_empty );
372 world_generator->set_active_world( test_world );
373
374 // if no loadable mods then test core data only
375 try {
378 } catch( const std::exception &err ) {
379 std::cerr << "Error loading data from json: " << err.what() << std::endl;
380 }
381
382 std::string world_name = world_generator->active_world->world_name;
383 world_generator->delete_world( world_name, true );
384
387 }
388
389 for( const auto &e : check ) {
390 world_generator->set_active_world( nullptr );
391 world_generator->init();
392 const std::vector<mod_id> mods_empty;
393 WORLDPTR test_world = world_generator->make_new_world( mods_empty );
394 if( !test_world ) {
395 std::cerr << "Failed to generate test world." << std::endl;
396 return false;
397 }
398 world_generator->set_active_world( test_world );
399
400 if( !e.is_valid() ) {
401 std::cerr << "Unknown mod: " << e.str() << std::endl;
402 return false;
403 }
404
405 const MOD_INFORMATION &mod = *e;
406
407 if( !tree.is_available( mod.ident ) ) {
408 std::cerr << "Missing dependencies: " << mod.name() << "\n"
409 << tree.get_node( mod.ident )->s_errors() << std::endl;
410 return false;
411 }
412
413 std::cout << "Checking mod " << mod.name() << " [" << mod.ident.str() << "]" << std::endl;
414
415 try {
417
418 // Load any dependencies
419 for( auto &dep : tree.get_dependencies_of_X_as_strings( mod.ident ) ) {
420 load_data_from_dir( dep->path, dep->ident.str(), ui );
421 }
422
423 // Load mod itself
424 load_data_from_dir( mod.path, mod.ident.str(), ui );
426 } catch( const std::exception &err ) {
427 std::cerr << "Error loading data: " << err.what() << std::endl;
428 }
429
430 std::string world_name = world_generator->active_world->world_name;
431 world_generator->delete_world( world_name, true );
432
435 }
436 return true;
437}
void finalize_loaded_data(loading_ui &ui)
Called to finalize the loaded data.
Definition: init.cpp:636
static DynamicDataLoader & get_instance()
Returns the single instance of this class.
Definition: init.cpp:114
void load_data_from_dir(const std::string &path, const std::string &src, loading_ui &ui)
Loads dynamic data from the given directory.
Definition: game.cpp:453
void load_core_data(loading_ui &ui)
Loads core dynamic data.
Definition: game.cpp:444
void reset()
Delete all buffered submaps.
Definition: mapbuffer.cpp:49
int check(unformattable)
Definition: fmtlib_core.h:1610
Definition: overmap_ui.h:17
overmapbuffer overmap_buffer

References detail::check(), overmapbuffer::clear(), DynamicDataLoader::finalize_loaded_data(), DynamicDataLoader::get_instance(), load_core_data(), load_data_from_dir(), MAPBUFFER, overmap_buffer, mapbuffer::reset(), and world_generator.

◆ check_near_zone()

bool game::check_near_zone ( const zone_type_id type,
const tripoint where 
) const

Checks whether or not there is a zone of particular type nearby.

Definition at line 6137 of file game.cpp.

6138{
6139 return zone_manager::get_manager().has_near( type, m.getabs( where ) );
6140}
static zone_manager & get_manager()
Definition: clzones.cpp:126
bool has_near(const zone_type_id &type, const tripoint &where, int range=MAX_DISTANCE, const faction_id &fac=your_fac) const
Definition: clzones.cpp:702

References zone_manager::get_manager(), map::getabs(), zone_manager::has_near(), m, and type.

◆ check_safe_mode_allowed()

bool game::check_safe_mode_allowed ( bool  repeat_safe_mode_warnings = true)

Check whether movement is allowed according to safe mode settings.

Returns
true if the movement is allowed, otherwise false.

Definition at line 8671 of file game.cpp.

8672{
8673 if( !repeat_safe_mode_warnings && safe_mode_warning_logged ) {
8674 // Already warned player since safe_mode_warning_logged is set.
8675 return false;
8676 }
8677
8678 std::string msg_ignore = press_x( ACTION_IGNORE_ENEMY );
8679 if( !msg_ignore.empty() ) {
8680 std::wstring msg_ignore_wide = utf8_to_wstr( msg_ignore );
8681 // Operate on a wide-char basis to prevent corrupted multi-byte string
8682 msg_ignore_wide[0] = towlower( msg_ignore_wide[0] );
8683 msg_ignore = wstr_to_utf8( msg_ignore_wide );
8684 }
8685
8687 // Automatic and mandatory safemode. Make BLOODY sure the player notices!
8688 if( u.get_int_base() < 5 || u.has_trait( trait_id( "PROF_CHURL" ) ) ) {
8690 _( "There's an angry red dot on your body, %s to brush it off." ), msg_ignore );
8691 } else {
8693 _( "You are being laser-targeted, %s to ignore." ), msg_ignore );
8694 }
8696 return false;
8697 }
8698 if( safe_mode != SAFE_MODE_STOP ) {
8699 return true;
8700 }
8701 // Currently driving around, ignore the monster, they have no chance against a proper car anyway (-:
8702 if( u.controlling_vehicle && !get_option<bool>( "SAFEMODEVEH" ) ) {
8703 return true;
8704 }
8705 // Monsters around and we don't want to run
8706 std::string spotted_creature_name;
8707 const monster_visible_info &mon_visible = u.get_mon_visible();
8708 const auto &new_seen_mon = mon_visible.new_seen_mon;
8709
8710 if( new_seen_mon.empty() ) {
8711 // naming consistent with code in game::mon_info
8712 spotted_creature_name = _( "a survivor" );
8714 } else {
8715 spotted_creature_name = new_seen_mon.back()->name();
8716 get_safemode().lastmon_whitelist = spotted_creature_name;
8717 }
8718
8719 std::string whitelist;
8720 if( !get_safemode().empty() ) {
8721 whitelist = string_format( _( " or %s to whitelist the monster" ),
8723 }
8724
8725 const std::string msg_safe_mode = press_x( ACTION_TOGGLE_SAFEMODE );
8727 _( "Spotted %1$s--safe mode is on! (%2$s to turn it off, %3$s to ignore monster%4$s)" ),
8728 spotted_creature_name, msg_safe_mode, msg_ignore, whitelist );
8730 return false;
8731}
std::string press_x(action_id act)
Definition: action.cpp:457
@ ACTION_IGNORE_ENEMY
Ignore the enemy that triggered safemode.
Definition: action.h:221
@ ACTION_WHITELIST_ENEMY
Whitelist the enemy that triggered safemode.
Definition: action.h:223
@ ACTION_TOGGLE_SAFEMODE
Turn safemode on/off, while leaving autosafemode intact.
Definition: action.h:215
std::wstring utf8_to_wstr(const std::string &str)
std::string wstr_to_utf8(const std::wstring &wstr)
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:103
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1179
int get_int_base() const override
Definition: avatar.cpp:1016
monster_visible_info & get_mon_visible()
Definition: avatar.h:217
std::string lastmon_whitelist
Definition: safemode_ui.h:87
std::string npc_type_name()
Definition: safemode_ui.cpp:44
@ gmf_bypass_cooldown
Definition: enums.h:288
static const efftype_id effect_laserlocked("laserlocked")
@ SAFE_MODE_STOP
Definition: game.h:79
safemode & get_safemode()
Definition: safemode_ui.cpp:33
Structure allowing a combination of game_message_type and game_message_flags.
Definition: enums.h:293
std::vector< shared_ptr_fast< monster > > new_seen_mon
Definition: avatar.h:41

References _, ACTION_IGNORE_ENEMY, ACTION_TOGGLE_SAFEMODE, ACTION_WHITELIST_ENEMY, add_msg(), Character::controlling_vehicle, effect_laserlocked, avatar::get_int_base(), avatar::get_mon_visible(), get_safemode(), gmf_bypass_cooldown, Creature::has_effect(), Character::has_trait(), safemode::lastmon_whitelist, m_warning, monster_visible_info::new_seen_mon, safemode::npc_type_name(), press_x(), safe_mode, SAFE_MODE_STOP, safe_mode_warning_logged, string_format(), u, utf8_to_wstr(), and wstr_to_utf8().

Referenced by handle_action().

◆ check_zone()

bool game::check_zone ( const zone_type_id type,
const tripoint where 
) const

Definition at line 6132 of file game.cpp.

6133{
6134 return zone_manager::get_manager().has( type, m.getabs( where ) );
6135}
bool has(const zone_type_id &type, const tripoint &where, const faction_id &fac=your_fac) const
Definition: clzones.cpp:694

References zone_manager::get_manager(), map::getabs(), zone_manager::has(), m, and type.

Referenced by place_player().

◆ cleanup_at_end()

bool game::cleanup_at_end ( )

Definition at line 1047 of file game.cpp.

1048{
1049 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
1050 // Put (non-hallucinations) into the overmap so they are not lost.
1051 for( monster &critter : all_monsters() ) {
1052 despawn_monster( critter );
1053 }
1054 // Reset NPC factions and disposition
1056 // Save the factions', missions and set the NPC's overmap coordinates
1057 // Npcs are saved in the overmap.
1058 save_factions_missions_npcs(); //missions need to be saved as they are global for all saves.
1059 // save artifacts.
1061
1062 // and the overmap, and the local map.
1063 save_maps(); //Omap also contains the npcs who need to be saved.
1064 }
1065
1066 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
1067 std::vector<std::string> vRip;
1068
1069 int iMaxWidth = 0;
1070 int iNameLine = 0;
1071 int iInfoLine = 0;
1072
1075 if( !( u.has_trait( trait_id( "CANNIBAL" ) ) || u.has_trait( trait_id( "PSYCHOPATH" ) ) ) ) {
1076 vRip.emplace_back( " _______ ___" );
1077 vRip.emplace_back( " < `/ |" );
1078 vRip.emplace_back( " > _ _ (" );
1079 vRip.emplace_back( " | |_) | |_) |" );
1080 vRip.emplace_back( " | | \\ | | |" );
1081 vRip.emplace_back( " ______.__%_| |_________ __" );
1082 vRip.emplace_back( " _/ \\| |" );
1083 iNameLine = vRip.size();
1084 vRip.emplace_back( "| <" );
1085 vRip.emplace_back( "| |" );
1086 iMaxWidth = utf8_width( vRip.back() );
1087 vRip.emplace_back( "| |" );
1088 vRip.emplace_back( "|_____.-._____ __/|_________|" );
1089 vRip.emplace_back( " | |" );
1090 iInfoLine = vRip.size();
1091 vRip.emplace_back( " | |" );
1092 vRip.emplace_back( " | <" );
1093 vRip.emplace_back( " | |" );
1094 vRip.emplace_back( " | _ |" );
1095 vRip.emplace_back( " |__/ |" );
1096 vRip.emplace_back( " % / `--. |%" );
1097 vRip.emplace_back( " * .%%| -< @%%%" ); // NOLINT(cata-text-style)
1098 vRip.emplace_back( " `\\%`@| |@@%@%%" );
1099 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1100 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1101
1102 } else {
1103 vRip.emplace_back( " _______ ___" );
1104 vRip.emplace_back( " | \\/ |" );
1105 vRip.emplace_back( " | |" );
1106 vRip.emplace_back( " | |" );
1107 iInfoLine = vRip.size();
1108 vRip.emplace_back( " | |" );
1109 vRip.emplace_back( " | |" );
1110 vRip.emplace_back( " | |" );
1111 vRip.emplace_back( " | |" );
1112 vRip.emplace_back( " | <" );
1113 vRip.emplace_back( " | _ |" );
1114 vRip.emplace_back( " |__/ |" );
1115 vRip.emplace_back( " ______.__%_| |__________ _" );
1116 vRip.emplace_back( " _/ \\| \\" );
1117 iNameLine = vRip.size();
1118 vRip.emplace_back( "| <" );
1119 vRip.emplace_back( "| |" );
1120 iMaxWidth = utf8_width( vRip.back() );
1121 vRip.emplace_back( "| |" );
1122 vRip.emplace_back( "|_____.-._______ __/|__________|" );
1123 vRip.emplace_back( " % / `_-. _ |%" );
1124 vRip.emplace_back( " * .%%| |_) | |_)< @%%%" ); // NOLINT(cata-text-style)
1125 vRip.emplace_back( " `\\%`@| | \\ | | |@@%@%%" );
1126 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1127 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1128 }
1129 } else {
1130 vRip.emplace_back( R"( _________ ____ )" );
1131 vRip.emplace_back( R"( _/ `/ \_ )" );
1132 vRip.emplace_back( R"( _/ _ _ \_. )" );
1133 vRip.emplace_back( R"( _%\ |_) | |_) \_ )" );
1134 vRip.emplace_back( R"( _/ \/ | \ | | \_ )" );
1135 vRip.emplace_back( R"( _/ \_ )" );
1136 vRip.emplace_back( R"(| |)" );
1137 iNameLine = vRip.size();
1138 vRip.emplace_back( R"( ) < )" );
1139 vRip.emplace_back( R"(| |)" );
1140 vRip.emplace_back( R"(| |)" );
1141 vRip.emplace_back( R"(| _ |)" );
1142 vRip.emplace_back( R"(|__/ |)" );
1143 iMaxWidth = utf8_width( vRip.back() );
1144 vRip.emplace_back( R"( / `--. |)" );
1145 vRip.emplace_back( R"(| ( )" );
1146 iInfoLine = vRip.size();
1147 vRip.emplace_back( R"(| |)" );
1148 vRip.emplace_back( R"(| |)" );
1149 vRip.emplace_back( R"(| % . |)" );
1150 vRip.emplace_back( R"(| @` %% |)" );
1151 vRip.emplace_back( R"(| %@%@%\ * %`%@%|)" );
1152 vRip.emplace_back( R"(%%@@@.%@%\%% `\ %%.%%@@%@)" );
1153 vRip.emplace_back( R"(@%@@%%%%%@@@@@@%%%%%%%%@@%%@@@%%%@%%@)" );
1154 }
1155
1156 const int iOffsetX = TERMX > FULL_SCREEN_WIDTH ? ( TERMX - FULL_SCREEN_WIDTH ) / 2 : 0;
1157 const int iOffsetY = TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0;
1158
1160 point( iOffsetX, iOffsetY ) );
1161 draw_border( w_rip );
1162
1163 sfx::do_player_death_hurt( g->u, true );
1168
1169 for( size_t iY = 0; iY < vRip.size(); ++iY ) {
1170 size_t iX = 0;
1171 const char *str = vRip[iY].data();
1172 for( int slen = vRip[iY].size(); slen > 0; ) {
1173 const uint32_t cTemp = UTF8_getch( &str, &slen );
1174 if( cTemp != U' ' ) {
1175 nc_color ncColor = c_light_gray;
1176
1177 if( cTemp == U'%' ) {
1178 ncColor = c_green;
1179
1180 } else if( cTemp == U'_' || cTemp == U'|' ) {
1181 ncColor = c_white;
1182
1183 } else if( cTemp == U'@' ) {
1184 ncColor = c_brown;
1185
1186 } else if( cTemp == U'*' ) {
1187 ncColor = c_red;
1188 }
1189
1190 mvwputch( w_rip, point( iX + FULL_SCREEN_WIDTH / 2 - ( iMaxWidth / 2 ), iY + 1 ), ncColor,
1191 cTemp );
1192 }
1193 iX += mk_wcwidth( cTemp );
1194 }
1195 }
1196
1197 std::string sTemp;
1198
1199 center_print( w_rip, iInfoLine++, c_white, _( "Survived:" ) );
1200
1202 const int minutes = to_minutes<int>( survived ) % 60;
1203 const int hours = to_hours<int>( survived ) % 24;
1204 const int days = to_days<int>( survived );
1205
1206 if( days > 0 ) {
1207 sTemp = string_format( "%dd %dh %dm", days, hours, minutes );
1208 } else if( hours > 0 ) {
1209 sTemp = string_format( "%dh %dm", hours, minutes );
1210 } else {
1211 sTemp = string_format( "%dm", minutes );
1212 }
1213
1214 center_print( w_rip, iInfoLine++, c_white, sTemp );
1215
1216 const int iTotalKills = get_kill_tracker().monster_kill_count();
1217
1218 sTemp = _( "Kills:" );
1219 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - 5, 1 + iInfoLine++ ), c_light_gray,
1220 ( sTemp + " " ) );
1221 wprintz( w_rip, c_magenta, "%d", iTotalKills );
1222
1223 sTemp = _( "In memory of:" );
1224 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1226 sTemp );
1227
1228 sTemp = u.name;
1229 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ), c_white,
1230 sTemp );
1231
1232 sTemp = _( "Last Words:" );
1233 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1235 sTemp );
1236
1237 int iStartX = FULL_SCREEN_WIDTH / 2 - ( ( iMaxWidth - 4 ) / 2 );
1238 std::string sLastWords = string_input_popup()
1239 .window( w_rip, point( iStartX, iNameLine ), iStartX + iMaxWidth - 4 - 1 )
1240 .max_length( iMaxWidth - 4 - 1 )
1241 .query_string();
1242 death_screen();
1243 const bool is_suicide = uquit == QUIT_SUICIDE;
1244 events().send<event_type::game_over>( is_suicide, sLastWords );
1245 // Struck the save_player_data here to forestall Weirdness
1246 std::string char_filename = generate_memorial_filename( u.name );
1247 move_save_to_graveyard( char_filename );
1248 write_memorial_file( char_filename, sLastWords );
1249 memorial().clear();
1250 std::vector<std::string> characters = list_active_characters();
1251 // remove current player from the active characters list, as they are dead
1252 std::vector<std::string>::iterator curchar = std::find( characters.begin(),
1253 characters.end(), u.name );
1254 if( curchar != characters.end() ) {
1255 characters.erase( curchar );
1256 }
1257
1258 if( characters.empty() ) {
1259 bool queryDelete = false;
1260 bool queryReset = false;
1261
1262 if( get_option<std::string>( "WORLD_END" ) == "query" ) {
1263 bool decided = false;
1264 std::string buffer = _( "Warning: NPC interactions and some other global flags "
1265 "will not all reset when starting a new character in an "
1266 "already-played world. This can lead to some strange "
1267 "behavior.\n\n"
1268 "Are you sure you wish to keep this world?"
1269 );
1270
1271 while( !decided ) {
1272 uilist smenu;
1273 smenu.allow_cancel = false;
1274 smenu.addentry( 0, true, 'r', "%s", _( "Reset world" ) );
1275 smenu.addentry( 1, true, 'd', "%s", _( "Delete world" ) );
1276 smenu.addentry( 2, true, 'k', "%s", _( "Keep world" ) );
1277 smenu.query();
1278
1279 switch( smenu.ret ) {
1280 case 0:
1281 queryReset = true;
1282 decided = true;
1283 break;
1284 case 1:
1285 queryDelete = true;
1286 decided = true;
1287 break;
1288 case 2:
1289 decided = query_yn( buffer );
1290 break;
1291 }
1292 }
1293 }
1294
1295 if( queryDelete || get_option<std::string>( "WORLD_END" ) == "delete" ) {
1296 world_generator->delete_world( world_generator->active_world->world_name, true );
1297
1298 } else if( queryReset || get_option<std::string>( "WORLD_END" ) == "reset" ) {
1299 world_generator->delete_world( world_generator->active_world->world_name, false );
1300 }
1301 } else if( get_option<std::string>( "WORLD_END" ) != "keep" ) {
1302 std::string tmpmessage;
1303 for( auto &character : characters ) {
1304 tmpmessage += "\n ";
1305 tmpmessage += character;
1306 }
1307 popup( _( "World retained. Characters remaining:%s" ), tmpmessage );
1308 }
1309 if( gamemode ) {
1310 gamemode = std::make_unique<special_game>(); // null gamemode or something..
1311 }
1312 }
1313
1314 //Reset any offset due to driving
1316
1317 //clear all sound channels
1323
1324 MAPBUFFER.reset();
1326
1327#if defined(__ANDROID__)
1328 quick_shortcuts_map.clear();
1329#endif
1330 return true;
1331}
uint32_t UTF8_getch(const char **src, int *srclen)
Definition: catacharset.cpp:18
int utf8_width(const char *s, const bool ignore_tags)
std::string name
Definition: character.h:1504
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
void send(const cata::event &) const
Definition: event_bus.cpp:58
void move_save_to_graveyard(const std::string &dirname)
Definition: game.cpp:2573
bool save_maps()
Definition: game.cpp:2838
std::unique_ptr< special_game > gamemode
Definition: game.h:1081
void death_screen()
Definition: game.cpp:2522
monster_range all_monsters()
Same as all_creatures but iterators only over monsters.
Definition: game.cpp:12092
bool save_factions_missions_npcs()
Definition: game.cpp:2824
void despawn_monster(monster &critter)
Despawn a specific monster, it's stored on the overmap.
Definition: game.cpp:11117
const kill_tracker & get_kill_tracker() const
Definition: game.cpp:985
void write_memorial_file(const std::string &filename, std::string sLastWords)
Writes information about the character out to a text file timestamped with the time of the file was m...
Definition: game.cpp:2937
std::vector< std::string > list_active_characters()
Returns a list of currently active character saves.
Definition: game.cpp:2922
bool save_artifacts()
Definition: game.cpp:2832
memorial_logger & memorial()
Definition: game.cpp:2887
void reset_npc_dispositions()
Definition: game.cpp:2796
int monster_kill_count() const
string_input_popup & max_length(int value)
Maximal amount of Unicode characters that can be given by the user.
const std::string & query_string(bool loop=true, bool draw_only=false)
string_input_popup & window(const catacurses::window &w, const point &start, int endx)
Set the window area where to display the input text.
A duration defined as a number of specific time units.
Definition: calendar.h:180
bool allow_cancel
Definition: ui.h:362
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1108
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_green
Definition: color.h:22
#define c_magenta
Definition: color.h:25
#define c_brown
Definition: color.h:26
#define c_red
Definition: color.h:21
static const itype_id itype_holybook_bible1("holybook_bible1")
static std::string generate_memorial_filename(const std::string &char_name)
Definition: game.cpp:1020
static const itype_id itype_holybook_bible2("holybook_bible2")
static const itype_id itype_holybook_bible3("holybook_bible3")
@ QUIT_DIED
Definition: game.h:72
@ QUIT_SUICIDE
Definition: game.h:69
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
window newwin(int nlines, int ncols, const point &begin)
Definition: ncurses_def.cpp:34
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)
const size_t size
Definition: om_direction.h:27
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1633
void fade_audio_channel(channel channel, int duration)
Definition: sounds.cpp:1618
void fade_audio_group(group group, int duration)
Definition: sounds.cpp:1617
int TERMX
Definition: output.cpp:47
void mvwprintz(const catacurses::window &w, const point &p, const nc_color &FG, const std::string &text)
Definition: output.cpp:2035
int FULL_SCREEN_HEIGHT
Definition: output.cpp:56
int TERMY
Definition: output.cpp:48
void center_print(const catacurses::window &w, const int y, const nc_color &FG, const std::string &text)
Definition: output.cpp:446
void wprintz(const catacurses::window &w, const nc_color &FG, const std::string &text)
Definition: output.cpp:2043
int FULL_SCREEN_WIDTH
Definition: output.cpp:55
void mvwputch(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:477
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575
int mk_wcwidth(uint32_t ucs)
Definition: wcwidth.cpp:94

References _, uilist::addentry(), all_monsters(), uilist::allow_cancel, sfx::any, c_brown, c_green, c_light_gray, c_magenta, c_red, c_white, center_print(), memorial_logger::clear(), overmapbuffer::clear(), sfx::context_themes, death_screen(), despawn_monster(), sfx::do_player_death_hurt(), draw_border(), events(), sfx::fade_audio_channel(), sfx::fade_audio_group(), sfx::fatigue, detail::find(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, game_over, gamemode, generate_memorial_filename(), get_kill_tracker(), visitable< T >::has_amount(), Character::has_trait(), itype_holybook_bible1, itype_holybook_bible2, itype_holybook_bible3, list_active_characters(), MAPBUFFER, string_input_popup::max_length(), memorial(), mk_wcwidth(), kill_tracker::monster_kill_count(), move_save_to_graveyard(), mvwprintz(), mvwputch(), Character::name, catacurses::newwin(), overmap_buffer, point_zero, popup(), uilist::query(), string_input_popup::query_string(), query_yn(), QUIT_DIED, QUIT_SUICIDE, mapbuffer::reset(), reset_npc_dispositions(), uilist::ret, save_artifacts(), save_factions_missions_npcs(), save_maps(), event_bus::send(), set_driving_view_offset(), om_direction::size, calendar::start_of_cataclysm, string_format(), TERMX, TERMY, sfx::time_of_day, calendar::turn, u, uquit, UTF8_getch(), utf8_width(), sfx::weather, string_input_popup::window(), world_generator, wprintz(), and write_memorial_file().

Referenced by do_turn().

◆ cleanup_dead()

void game::cleanup_dead ( )

Definition at line 4191 of file game.cpp.

4192{
4193 // Dead monsters need to stay in the tracker until everything else that needs to die does so
4194 // This is because dying monsters can still interact with other dying monsters (@ref Creature::killer)
4195 bool monster_is_dead = critter_tracker->kill_marked_for_death();
4196
4197 bool npc_is_dead = false;
4198 // can't use all_npcs as that does not include dead ones
4199 for( const auto &n : active_npc ) {
4200 if( n->is_dead() ) {
4201 n->die( nullptr ); // make sure this has been called to create corpses etc.
4202 npc_is_dead = true;
4203 }
4204 }
4205
4206 if( monster_is_dead ) {
4207 // From here on, pointers to creatures get invalidated as dead creatures get removed.
4208 critter_tracker->remove_dead();
4209 }
4210
4211 if( npc_is_dead ) {
4212 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
4213 if( ( *it )->is_dead() ) {
4214 remove_npc_follower( ( *it )->getID() );
4215 overmap_buffer.remove_npc( ( *it )->getID() );
4216 it = active_npc.erase( it );
4217 } else {
4218 it++;
4219 }
4220 }
4221 }
4222
4223 critter_died = false;
4224}
void remove_npc_follower(const character_id &id)
Remove follower id from follower set.
Definition: game.cpp:1990
pimpl< Creature_tracker > critter_tracker
Definition: game.h:999
std::list< shared_ptr_fast< npc > > active_npc
Definition: game.h:1063
bool critter_died
Has anything died in this turn and needs to be cleaned up?
Definition: game.h:1075
shared_ptr_fast< npc > remove_npc(const character_id &id)
Find npc by id and if found, erase it from the npc list and return it ( or return nullptr if not foun...

References active_npc, critter_died, critter_tracker, overmap_buffer, overmapbuffer::remove_npc(), and remove_npc_follower().

Referenced by do_turn(), and monmove().

◆ clear_zombies()

void game::clear_zombies ( )

Redirects to the creature_tracker clear() function.

Definition at line 4867 of file game.cpp.

4868{
4869 critter_tracker->clear();
4870}

References critter_tracker.

Referenced by setup().

◆ control_vehicle()

void game::control_vehicle ( )
private

Definition at line 5292 of file game.cpp.

5293{
5294 static const itype_id fuel_type_animal( "animal" );
5295 int veh_part = -1;
5296 vehicle *veh = remoteveh();
5297 if( veh == nullptr ) {
5298 if( const optional_vpart_position vp = m.veh_at( u.pos() ) ) {
5299 veh = &vp->vehicle();
5300 veh_part = vp->part_index();
5301 }
5302 }
5303 if( veh != nullptr && veh->player_in_control( u ) &&
5304 veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ) {
5305 veh->use_controls( u.pos() );
5306 } else if( veh && veh->player_in_control( u ) &&
5307 veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 ) {
5308 u.controlling_vehicle = false;
5309 add_msg( m_info, _( "You let go of the reins." ) );
5310 } else if( veh && ( veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ||
5311 ( veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 &&
5312 veh->has_engine_type( fuel_type_animal, false ) && veh->has_harnessed_animal() ) ) &&
5313 u.in_vehicle ) {
5314 if( u.has_trait( trait_WAYFARER ) ) {
5315 add_msg( m_info, _( "You refuse to take control of this vehicle." ) );
5316 return;
5317 }
5318 if( !veh->interact_vehicle_locked() ) {
5319 veh->handle_potential_theft( dynamic_cast<player &>( u ) );
5320 return;
5321 }
5322 if( veh->engine_on ) {
5323 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5324 return;
5325 }
5326 u.controlling_vehicle = true;
5327 add_msg( _( "You take control of the %s." ), veh->name );
5328 } else {
5329 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5330 return;
5331 }
5332 veh->start_engines( true );
5333 }
5334 } else { // Start looking for nearby vehicle controls.
5335 int num_valid_controls = 0;
5336 cata::optional<tripoint> vehicle_position;
5337 cata::optional<vpart_reference> vehicle_controls;
5338 for( const tripoint elem : m.points_in_radius( g->u.pos(), 1 ) ) {
5339 if( const optional_vpart_position vp = m.veh_at( elem ) ) {
5340 const cata::optional<vpart_reference> controls = vp.value().part_with_feature( "CONTROLS", true );
5341 if( controls ) {
5342 num_valid_controls++;
5343 vehicle_position = elem;
5344 vehicle_controls = controls;
5345 }
5346 }
5347 }
5348 if( num_valid_controls < 1 ) {
5349 add_msg( _( "No vehicle controls found." ) );
5350 return;
5351 } else if( num_valid_controls > 1 ) {
5352 vehicle_position = choose_adjacent( _( "Control vehicle where?" ) );
5353 if( !vehicle_position ) {
5354 return;
5355 }
5356 const optional_vpart_position vp = m.veh_at( *vehicle_position );
5357 if( vp ) {
5358 vehicle_controls = vp.value().part_with_feature( "CONTROLS", true );
5359 if( !vehicle_controls ) {
5360 add_msg( _( "The vehicle doesn't have controls there." ) );
5361 return;
5362 }
5363 } else {
5364 add_msg( _( "No vehicle there." ) );
5365 return;
5366 }
5367 }
5368 // If we hit neither of those, there's only one set of vehicle controls, which should already have been found.
5369 if( vehicle_controls ) {
5370 veh = &vehicle_controls->vehicle();
5371 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5372 return;
5373 }
5374 veh->use_controls( *vehicle_position );
5375 //May be folded up (destroyed), so need to re-get it
5376 veh = g->remoteveh();
5377 }
5378 }
5379 if( veh ) {
5380 // If we reached here, we gained control of a vehicle.
5381 // Clear the map memory for the area covered by the vehicle to eliminate ghost vehicles.
5382 for( const tripoint &target : veh->get_points() ) {
5383 u.clear_memorized_tile( m.getabs( target ) );
5384 }
5385 veh->is_following = false;
5386 veh->is_patrolling = false;
5387 veh->autopilot_on = false;
5388 veh->is_autodriving = false;
5389 }
5390}
cata::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:1026
bool in_vehicle
Definition: character.h:1511
void clear_memorized_tile(const tripoint &pos)
Definition: avatar.cpp:167
vehicle * remoteveh()
Returns the current remotely controlled vehicle.
Definition: game.cpp:2358
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8605
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:1009
Simple wrapper to forward functions that may return a cata::optional to vpart_position.
Definition: player.h:91
bool engine_on
Definition: vehicle.h:1989
std::set< tripoint > & get_points(bool force_refresh=false)
Definition: vehicle.cpp:6758
bool handle_potential_theft(player &p, bool check_only=false, bool prompt=true)
Definition: vehicle.cpp:4377
std::string name
Definition: vehicle.h:1849
bool has_engine_type(const itype_id &ft, bool enabled) const
Definition: vehicle.cpp:1031
void start_engines(bool take_control=false, bool autodrive=false)
void use_controls(const tripoint &pos)
Operate vehicle controls.
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:251
bool has_harnessed_animal() const
bool interact_vehicle_locked()
int avail_part_with_feature(int p, const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2545
bool autopilot_on
Definition: vehicle.h:1997
bool is_autodriving
Definition: vehicle.h:1982
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2461
static const trait_id trait_WAYFARER("WAYFARER")

References _, add_msg(), vehicle::autopilot_on, vehicle::avail_part_with_feature(), choose_adjacent(), avatar::clear_memorized_tile(), Character::controlling_vehicle, vehicle::engine_on, fuel_type_animal, g, vehicle::get_points(), map::getabs(), vehicle::handle_potential_theft(), vehicle::has_engine_type(), vehicle::has_harnessed_animal(), Character::has_trait(), Character::in_vehicle, vehicle::interact_vehicle_locked(), vehicle::is_autodriving, vehicle::is_following, vehicle::is_patrolling, m, m_info, vehicle::name, vpart_position::part_with_feature(), vehicle::player_in_control(), map::points_in_radius(), Character::pos(), remoteveh(), vehicle::start_engines(), trait_WAYFARER, u, vehicle::use_controls(), cata::optional< T >::value(), map::veh_at(), and vehicle::vehicle().

Referenced by handle_action().

◆ create_or_get_main_ui_adaptor()

shared_ptr_fast< ui_adaptor > game::create_or_get_main_ui_adaptor ( )

In tiles mode w_terrain can have a different font (with a different tile dimension) or can be drawn by cata_tiles which uses tiles that again might have a different dimension then the normal font used everywhere else.

TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can be displayed in w_terrain (using it's specific tile dimension), not including partially drawn squares at the right/bottom. You should use it whenever you want to draw specific squares in that window or to determine whether a specific square is draw on screen (or outside the screen and needs scrolling).

TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of w_terrain in the standard font dimension (the font that everything else uses). You usually don't have to use it, expect for positioning of windows, because the window positions use the standard font dimension.

The code here calculates size available for w_terrain, caps it at max_view_size (the maximal view range than any character can have at any time). It is stored in TERRAIN_WINDOW_*.

Definition at line 3074 of file game.cpp.

3075{
3077 if( !ui ) {
3078 main_ui_adaptor = ui = make_shared_fast<ui_adaptor>();
3079 ui->on_redraw( []( const ui_adaptor & ) {
3080 g->draw();
3081 } );
3082 ui->on_screen_resize( [this]( ui_adaptor & ui ) {
3083 // remove some space for the sidebar, this is the maximal space
3084 // (using standard font) that the terrain window can have
3085 const int sidebar_left = panel_manager::get_manager().get_width_left();
3086 const int sidebar_right = panel_manager::get_manager().get_width_right();
3087
3089 TERRAIN_WINDOW_WIDTH = TERMX - ( sidebar_left + sidebar_right );
3092
3093 /**
3094 * In tiles mode w_terrain can have a different font (with a different
3095 * tile dimension) or can be drawn by cata_tiles which uses tiles that again
3096 * might have a different dimension then the normal font used everywhere else.
3097 *
3098 * TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can
3099 * be displayed in w_terrain (using it's specific tile dimension), not
3100 * including partially drawn squares at the right/bottom. You should
3101 * use it whenever you want to draw specific squares in that window or to
3102 * determine whether a specific square is draw on screen (or outside the screen
3103 * and needs scrolling).
3104 *
3105 * TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of
3106 * w_terrain in the standard font dimension (the font that everything else uses).
3107 * You usually don't have to use it, expect for positioning of windows,
3108 * because the window positions use the standard font dimension.
3109 *
3110 * The code here calculates size available for w_terrain, caps it at
3111 * max_view_size (the maximal view range than any character can have at
3112 * any time).
3113 * It is stored in TERRAIN_WINDOW_*.
3114 */
3116
3117 // Position of the player in the terrain window, it is always in the center
3120
3122 point( sidebar_left, 0 ) );
3123
3124 // minimap is always MINIMAP_WIDTH x MINIMAP_HEIGHT in size
3126
3127 // need to init in order to avoid crash. gets updated by the panel code.
3129
3130 ui.position_from_window( catacurses::stdscr );
3131 } );
3132 ui->mark_resize();
3133 }
3134 return ui;
3135}
catacurses::window w_pixel_minimap
Definition: game.h:1017
catacurses::window w_minimap_ptr
Definition: game.h:1054
weak_ptr_fast< ui_adaptor > main_ui_adaptor
Definition: game.h:1100
catacurses::window w_minimap
Definition: game.h:1016
catacurses::window w_terrain_ptr
Definition: game.h:1053
static panel_manager & get_manager()
Definition: panels.h:72
int get_width_right()
Definition: panels.cpp:2170
int get_width_left()
Definition: panels.cpp:2178
Adaptor between UI code and the UI management system.
Definition: ui_manager.h:65
static constexpr int MINIMAP_WIDTH
static constexpr int MINIMAP_HEIGHT
void to_map_font_dimension(int &, int &)
Definition: game_ui.cpp:20
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16
window stdscr
int TERRAIN_WINDOW_TERM_WIDTH
Definition: output.cpp:53
int TERRAIN_WINDOW_TERM_HEIGHT
Definition: output.cpp:54
int POSX
Definition: output.cpp:49
int TERRAIN_WINDOW_WIDTH
Definition: output.cpp:51
int POSY
Definition: output.cpp:50
int TERRAIN_WINDOW_HEIGHT
Definition: output.cpp:52

References g, panel_manager::get_manager(), panel_manager::get_width_left(), panel_manager::get_width_right(), main_ui_adaptor, MINIMAP_HEIGHT, MINIMAP_WIDTH, catacurses::newwin(), point_zero, POSX, POSY, catacurses::stdscr, TERMX, TERMY, TERRAIN_WINDOW_HEIGHT, TERRAIN_WINDOW_TERM_HEIGHT, TERRAIN_WINDOW_TERM_WIDTH, TERRAIN_WINDOW_WIDTH, to_map_font_dimension(), w_minimap, w_minimap_ptr, w_pixel_minimap, w_terrain, and w_terrain_ptr.

◆ create_starting_npcs()

void game::create_starting_npcs ( )
private

Definition at line 990 of file game.cpp.

991{
992 if( !get_option<bool>( "STATIC_NPC" ) ||
993 get_option<std::string>( "STARTING_NPC" ) == "never" ) {
994 return; //Do not generate a starting npc.
995 }
996
997 //We don't want more than one starting npc per starting location
998 const int radius = 1;
999 if( !overmap_buffer.get_npcs_near_player( radius ).empty() ) {
1000 return; //There is already an NPC in this starting location
1001 }
1002
1003 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
1004 tmp->normalize();
1005 tmp->randomize( one_in( 2 ) ? NC_DOCTOR : NC_NONE );
1006 tmp->spawn_at_precise( { get_levx(), get_levy() }, u.pos() - point_south_east );
1008 tmp->form_opinion( u );
1009 tmp->set_attitude( NPCATT_NULL );
1010 //This sets the NPC mission. This NPC remains in the starting location.
1011 tmp->mission = NPC_MISSION_SHELTER;
1012 tmp->chatbin.first_topic = "TALK_SHELTER";
1013 tmp->toggle_trait( trait_id( "NPC_STARTING_NPC" ) );
1014 tmp->set_fac( faction_id( "no_faction" ) );
1015 //One random starting NPC mission
1016 tmp->add_new_mission( mission::reserve_random( ORIGIN_OPENER_NPC, tmp->global_omt_location(),
1017 tmp->getID() ) );
1018}
int get_levy() const
Definition: game.cpp:11982
int get_levx() const
The top left corner of the reality bubble (in submaps coordinates).
Definition: game.cpp:11977
static mission * reserve_random(mission_origin origin, const tripoint_abs_omt &p, const character_id &npc_id)
Definition: mission.cpp:200
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
void insert_npc(const shared_ptr_fast< npc > &who)
Adds the npc to an overmap ( based on the npcs current location ) and stores it there.
string_id< faction > faction_id
Definition: clzones.h:30
@ ORIGIN_OPENER_NPC
Definition: mission.h:45
@ NPCATT_NULL
Definition: npc.h:81
@ NPC_MISSION_SHELTER
Definition: npc.h:181
npc_class_id NC_NONE("NC_NONE")
npc_class_id NC_DOCTOR("NC_DOCTOR")
static constexpr point point_south_east
Definition: point.h:279
bool one_in(int chance)
Definition: rng.cpp:65

References get_levx(), get_levy(), overmapbuffer::get_npcs_near_player(), overmapbuffer::insert_npc(), NC_DOCTOR, NC_NONE, NPC_MISSION_SHELTER, NPCATT_NULL, one_in(), ORIGIN_OPENER_NPC, overmap_buffer, point_south_east, Character::pos(), mission::reserve_random(), trait_id, and u.

Referenced by start_game().

◆ critter_at() [1/2]

template<typename T >
T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
)

Returns the Creature at the given location.

Optionally casted to the given type of creature: npc, player, monster - if there is a creature, but it's not of the requested type, returns nullptr.

Parameters
allow_hallucinationWhether to return monsters that are actually hallucinations.

Definition at line 4672 of file game.cpp.

4673{
4674 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( p ) ) {
4675 if( !allow_hallucination && mon_ptr->is_hallucination() ) {
4676 return nullptr;
4677 }
4678 // if we wanted to check for an NPC / player / avatar,
4679 // there is sometimes a monster AND an NPC/player there at the same time.
4680 // because the NPC/player etc may be riding that monster.
4681 // so only return the monster if we were actually looking for a monster.
4682 // otherwise, keep looking for the rider.
4683 // critter_at<creature> or critter_at() with no template will still default to returning monster first,
4684 // which is ok for the occasions where that happens.
4685 if( !mon_ptr->has_effect( effect_ridden ) || ( std::is_same<T, monster>::value ||
4686 std::is_same<T, Creature>::value || std::is_same<T, const monster>::value ||
4687 std::is_same<T, const Creature>::value ) ) {
4688 return dynamic_cast<T *>( mon_ptr.get() );
4689 }
4690 }
4691 if( !std::is_same<T, npc>::value && !std::is_same<T, const npc>::value ) {
4692 if( p == u.pos() ) {
4693 return dynamic_cast<T *>( &u );
4694 }
4695 }
4696 for( auto &cur_npc : active_npc ) {
4697 if( cur_npc->pos() == p && !cur_npc->is_dead() ) {
4698 return dynamic_cast<T *>( cur_npc.get() );
4699 }
4700 }
4701 return nullptr;
4702}
static const efftype_id effect_ridden("ridden")

References active_npc, critter_tracker, effect_ridden, Character::pos(), and u.

Referenced by draw_look_around_cursor(), examine(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_player_input(), is_empty(), knockback(), phasing_move(), print_all_tile_info(), spawn_hallucination(), swap_critters(), and update_stair_monsters().

◆ critter_at() [2/2]

template<typename T >
const T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
) const

Definition at line 4705 of file game.cpp.

4706{
4707 return const_cast<game *>( this )->critter_at<T>( p, allow_hallucination );
4708}
Definition: game.h:144

◆ critter_by_id()

template<typename T >
template Creature * game::critter_by_id< Creature > ( const character_id id)
Returns
The living creature with the given id. Returns null if no living creature with such an id exists. Never returns a dead creature. Currently only the player character and npcs have ids.

Definition at line 4751 of file game.cpp.

4752{
4753 if( id == u.getID() ) {
4754 // player is always alive, therefore no is-dead check
4755 return dynamic_cast<T *>( &u );
4756 }
4757 return find_npc( id );
4758}
character_id getID() const
Definition: character.cpp:477
npc * find_npc(character_id id)
Find the npc with the given ID.
Definition: game.cpp:1979

References find_npc(), Character::getID(), and u.

◆ death_screen()

void game::death_screen ( )
private

Definition at line 2522 of file game.cpp.

2523{
2524 gamemode->game_over();
2529 follower_ids.clear();
2531}
diary * get_avatar_diary()
Definition: avatar.cpp:368
void death_entry()
Definition: diary.cpp:671
stats_tracker & stats()
Definition: game.cpp:2882
void disp_NPC_epilogues()
Definition: game.cpp:2961
void display_faction_epilogues()
Definition: game.cpp:2978
void display_messages()
Definition: messages.cpp:801
void show_scores_ui(const achievements_tracker &achievements, stats_tracker &stats, const kill_tracker &kills)
Definition: scores_ui.cpp:69

References achievements_tracker_ptr, diary::death_entry(), disp_NPC_epilogues(), display_faction_epilogues(), Messages::display_messages(), follower_ids, gamemode, avatar::get_avatar_diary(), get_kill_tracker(), show_scores_ui(), stats(), and u.

Referenced by cleanup_at_end().

◆ despawn_monster()

void game::despawn_monster ( monster critter)

Despawn a specific monster, it's stored on the overmap.

Also removes it from the creature tracker. Keep in mind that any monster index may point to a different monster after calling this (or to no monster at all).

Definition at line 11117 of file game.cpp.

11118{
11119 if( !critter.is_hallucination() ) {
11120 // hallucinations aren't stored, they come and go as they like,
11122 }
11123
11124 critter.on_unload();
11125 remove_zombie( critter );
11126 // simulate it being dead so further processing of it (e.g. in monmove) will yield
11127 critter.set_hp( 0 );
11128}
void remove_zombie(const monster &critter)
Definition: game.cpp:4862
bool is_hallucination() const override
Definition: monster.cpp:2672
void on_unload()
Do some cleanup and caching as monster is being unloaded from map.
Definition: monster.cpp:3004
void set_hp(int hp)
Directly set the current hp of the monster (not capped at the maximal hp).
Definition: monster.cpp:1655
void despawn_monster(const monster &critter)
Despawn the monster back onto the overmap.

References overmapbuffer::despawn_monster(), monster::is_hallucination(), monster::on_unload(), overmap_buffer, remove_zombie(), and monster::set_hp().

Referenced by cleanup_at_end(), monmove(), place_player_overmap(), and shift_monsters().

◆ disable_robot()

bool game::disable_robot ( const tripoint p)

If there is a robot (that can be disabled), query the player and try to disable it.

Returns
true if the robot has been disabled or a similar action has been done. false if the player did not choose any action and the function has effectively done nothing.

Definition at line 8739 of file game.cpp.

8740{
8741 monster *const mon_ptr = critter_at<monster>( p );
8742 if( !mon_ptr ) {
8743 return false;
8744 }
8745 monster &critter = *mon_ptr;
8746 if( critter.friendly == 0 || critter.has_effect( effect_pet ) ||
8747 critter.has_flag( MF_RIDEABLE_MECH ) ||
8748 ( critter.has_flag( MF_PAY_BOT ) && critter.has_effect( effect_paid ) ) ) {
8749 // Can only disable / reprogram friendly monsters
8750 return false;
8751 }
8752 const auto mid = critter.type->id;
8753 const auto mon_item_id = critter.type->revert_to_itype;
8754 if( !mon_item_id.is_empty() &&
8755 query_yn( _( "Deactivate the %s?" ), critter.name() ) ) {
8756
8757 u.moves -= 100;
8758 m.add_item_or_charges( p, critter.to_item() );
8759 if( !critter.has_flag( MF_INTERIOR_AMMO ) ) {
8760 for( auto &ammodef : critter.ammo ) {
8761 if( ammodef.second > 0 ) {
8762 m.spawn_item( p.xy(), ammodef.first, 1, ammodef.second, calendar::turn );
8763 }
8764 }
8765 }
8766 remove_zombie( critter );
8767 return true;
8768 }
8769 // Manhacks are special, they have their own menu here.
8770 if( mid == mon_manhack ) {
8771 int choice = UILIST_CANCEL;
8772 if( critter.has_effect( effect_docile ) ) {
8773 choice = uilist( _( "Reprogram the manhack?" ), { _( "Engage targets." ) } );
8774 } else {
8775 choice = uilist( _( "Reprogram the manhack?" ), { _( "Follow me." ) } );
8776 }
8777 switch( choice ) {
8778 case 0:
8779 if( critter.has_effect( effect_docile ) ) {
8780 critter.remove_effect( effect_docile );
8781 if( one_in( 3 ) ) {
8782 add_msg( _( "The %s hovers momentarily as it surveys the area." ),
8783 critter.name() );
8784 }
8785 } else {
8786 critter.add_effect( effect_docile, 1_turns, num_bp );
8787 if( one_in( 3 ) ) {
8788 add_msg( _( "The %s lets out a whirring noise and starts to follow you." ),
8789 critter.name() );
8790 }
8791 }
8792 u.moves -= 100;
8793 return true;
8794 default:
8795 break;
8796 }
8797 }
8798 return false;
8799}
@ num_bp
Definition: bodypart.h:52
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1136
void spawn_item(const tripoint &p, const itype_id &type_id, unsigned quantity=1, int charges=0, const time_point &birthday=calendar::start_of_cataclysm, int damlevel=0)
Definition: map.cpp:4183
bool has_flag(m_flag f) const override
Definition: monster.cpp:889
item to_item() const
Convert this monster into an item (see mtype::revert_to_itype).
Definition: monster.cpp:2812
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1831
int friendly
Definition: monster.h:474
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:493
std::map< itype_id, int > ammo
Definition: monster.h:515
static const efftype_id effect_pet("pet")
static const efftype_id effect_docile("docile")
static const efftype_id effect_paid("paid")
static const mtype_id mon_manhack("mon_manhack")
@ MF_INTERIOR_AMMO
Definition: mtype.h:146
@ MF_RIDEABLE_MECH
Definition: mtype.h:115
@ MF_PAY_BOT
Definition: mtype.h:121
itype_id revert_to_itype
If this is not empty, the monster can be converted into an item of this type (if it's friendly).
Definition: mtype.h:364
constexpr point xy() const
Definition: point.h:220
const int UILIST_CANCEL
Definition: ui.h:28

References _, monster::add_effect(), map::add_item_or_charges(), add_msg(), monster::ammo, effect_docile, effect_paid, effect_pet, monster::friendly, Creature::has_effect(), monster::has_flag(), mtype::id, m, MF_INTERIOR_AMMO, MF_PAY_BOT, MF_RIDEABLE_MECH, mon_manhack, Creature::moves, monster::name(), num_bp, one_in(), query_yn(), Creature::remove_effect(), remove_zombie(), mtype::revert_to_itype, map::spawn_item(), monster::to_item(), calendar::turn, monster::type, u, UILIST_CANCEL, and tripoint::xy().

Referenced by examine().

◆ disp_NPC_epilogues()

void game::disp_NPC_epilogues ( )
private

Definition at line 2961 of file game.cpp.

2962{
2963 // TODO: This search needs to be expanded to all NPCs
2964 for( auto elem : follower_ids ) {
2966 if( !guy ) {
2967 continue;
2968 }
2969 const auto new_win = []() {
2971 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2972 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2973 };
2974 scrollable_text( new_win, guy->disp_name(), guy->get_epilogue() );
2975 }
2976}
shared_ptr_fast< npc > find_npc(character_id id)
Find the npc with the given ID.
void scrollable_text(const std::function< catacurses::window()> &init_window, const std::string &title, const std::string &text)
Definition: output.cpp:352

References overmapbuffer::find_npc(), follower_ids, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), overmap_buffer, scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ disp_NPCs()

void game::disp_NPCs ( )

Definition at line 3012 of file game.cpp.

3013{
3014 const tripoint_abs_omt ppos = u.global_omt_location();
3015 const tripoint &lpos = u.pos();
3016 std::vector<shared_ptr_fast<npc>> npcs = overmap_buffer.get_npcs_near_player( 100 );
3017 std::sort( npcs.begin(), npcs.end(), npc_dist_to_player() );
3018
3020 ui_adaptor ui;
3021 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
3024 TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0 ) );
3025 ui.position_from_window( w );
3026 } );
3027 ui.mark_resize();
3028 ui.on_redraw( [&]( const ui_adaptor & ) {
3029 werase( w );
3030 mvwprintz( w, point_zero, c_white, _( "Your overmap position: %s" ), ppos.to_string() );
3031 // NOLINTNEXTLINE(cata-use-named-point-constants)
3032 mvwprintz( w, point( 0, 1 ), c_white, _( "Your local position: %s" ), lpos.to_string() );
3033 size_t i;
3034 for( i = 0; i < 20 && i < npcs.size(); i++ ) {
3035 const tripoint_abs_omt apos = npcs[i]->global_omt_location();
3036 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %s", npcs[i]->name,
3037 apos.to_string() );
3038 }
3039 for( const monster &m : all_monsters() ) {
3040 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %d, %d, %d", m.name(),
3041 m.posx(), m.posy(), m.posz() );
3042 ++i;
3043 }
3044 wnoutrefresh( w );
3045 } );
3046
3047 input_context ctxt( "DISP_NPCS" );
3048 ctxt.register_action( "CONFIRM" );
3049 ctxt.register_action( "QUIT" );
3050 ctxt.register_action( "HELP_KEYBINDINGS" );
3051 bool stop = false;
3052 while( !stop ) {
3054 const std::string action = ctxt.handle_input();
3055 if( action == "CONFIRM" || action == "QUIT" ) {
3056 stop = true;
3057 }
3058 }
3059}
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6336
std::string to_string() const
Definition: coordinates.h:140
Represents a context in which a set of actions can be performed.
Definition: input.h:386
std::string name(const tripoint &p)
Definition: map.cpp:1325
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void werase(const window &win)
Definition: ncurses_def.cpp:53
std::string to_string() const
Definition: point.cpp:16

References _, action, all_monsters(), c_white, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), input_context::handle_input(), m, mvwprintz(), map::name(), om_direction::name(), catacurses::newwin(), overmap_buffer, point_zero, Character::pos(), ui_manager::redraw(), input_context::register_action(), TERMX, TERMY, coords::coord_point< Point, Origin, Scale >::to_string(), tripoint::to_string(), u, catacurses::werase(), and catacurses::wnoutrefresh().

◆ display_faction_epilogues()

void game::display_faction_epilogues ( )
private

Definition at line 2978 of file game.cpp.

2979{
2980 for( const auto &elem : faction_manager_ptr->all() ) {
2981 if( elem.second.known_by_u ) {
2982 const std::vector<std::string> epilogue = elem.second.epilogue();
2983 if( !epilogue.empty() ) {
2984 const auto new_win = []() {
2986 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2987 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2988 };
2989 scrollable_text( new_win, elem.second.name,
2990 std::accumulate( epilogue.begin() + 1, epilogue.end(), epilogue.front(),
2991 []( const std::string & lhs, const std::string & rhs ) -> std::string {
2992 return lhs + "\n" + rhs;
2993 } ) );
2994 }
2995 }
2996 }
2997}
pimpl< faction_manager > faction_manager_ptr
Definition: game.h:1000

References faction_manager_ptr, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ display_lighting()

void game::display_lighting ( )
private

Definition at line 11329 of file game.cpp.

11330{
11331 if( use_tiles ) {
11333 if( !g->display_overlay_state( ACTION_DISPLAY_LIGHTING ) ) {
11334 return;
11335 }
11336 uilist lighting_menu;
11337 std::vector<std::string> lighting_menu_strings{
11338 "Global lighting conditions"
11339 };
11340
11341 int count = 0;
11342 for( const auto &menu_str : lighting_menu_strings ) {
11343 lighting_menu.addentry( count++, true, MENU_AUTOASSIGN, "%s", menu_str );
11344 }
11345
11346 lighting_menu.w_y_setup = 0;
11347 lighting_menu.query();
11348 if( ( lighting_menu.ret >= 0 ) &&
11349 ( static_cast<size_t>( lighting_menu.ret ) < lighting_menu_strings.size() ) ) {
11350 g->displaying_lighting_condition = lighting_menu.ret;
11351 }
11352 }
11353}
@ ACTION_DISPLAY_LIGHTING
Toggle lighting conditions map.
Definition: action.h:321
bool use_tiles
Use tiles for display.
void display_toggle_overlay(action_id)
Definition: game.cpp:11225
pos_scalar w_y_setup
Definition: ui.h:338
constexpr size_t count()
Definition: fmtlib_core.h:1073
const int MENU_AUTOASSIGN
Definition: ui.h:31

References ACTION_DISPLAY_LIGHTING, uilist::addentry(), detail::count(), display_toggle_overlay(), g, MENU_AUTOASSIGN, uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action(), and look_around().

◆ display_overlay_state()

bool game::display_overlay_state ( action_id  action)

Definition at line 11220 of file game.cpp.

11221{
11223}
cata::optional< action_id > displaying_overlays
Definition: game.h:945

References action, and displaying_overlays.

Referenced by display_toggle_overlay(), and display_visibility().

◆ display_radiation()

void game::display_radiation ( )
private

Definition at line 11355 of file game.cpp.

11356{
11357 if( use_tiles ) {
11359 }
11360}
@ ACTION_DISPLAY_RADIATION
Toggle radiation map.
Definition: action.h:323

References ACTION_DISPLAY_RADIATION, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_scent()

void game::display_scent ( )
private

Definition at line 11234 of file game.cpp.

11235{
11236 if( use_tiles ) {
11238 } else {
11239 int div;
11240 bool got_value = query_int( div, _( "Set the Scent Map sensitivity to (0 to cancel)?" ) );
11241 if( !got_value || div < 1 ) {
11242 add_msg( _( "Never mind." ) );
11243 return;
11244 }
11245 shared_ptr_fast<game::draw_callback_t> scent_cb = make_shared_fast<game::draw_callback_t>( [&]() {
11246 scent.draw( w_terrain, div * 2, u.pos() + u.view_offset );
11247 } );
11248 g->add_draw_callback( scent_cb );
11249
11252 }
11253}
@ ACTION_DISPLAY_SCENT
Toggle scent map.
Definition: action.h:283
void wait_for_any_key()
Wait until the user presses a key.
Definition: input.cpp:1309
tripoint view_offset
Definition: player.h:589
void draw(const catacurses::window &win, int div, const tripoint &center) const
Definition: scent_map.cpp:70
input_manager inp_mngr
Definition: input.cpp:109
bool query_int(int &result, int default_val, const std::string &text)
Definition: output.cpp:718

References _, ACTION_DISPLAY_SCENT, add_msg(), display_toggle_overlay(), scent_map::draw(), g, inp_mngr, Character::pos(), query_int(), ui_manager::redraw(), scent, u, use_tiles, player::view_offset, w_terrain, and input_manager::wait_for_any_key().

Referenced by handle_action(), and look_around().

◆ display_temperature()

void game::display_temperature ( )
private

Definition at line 11255 of file game.cpp.

11256{
11257 if( use_tiles ) {
11259 }
11260}
@ ACTION_DISPLAY_TEMPERATURE
Toggle temperature map.
Definition: action.h:315

References ACTION_DISPLAY_TEMPERATURE, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_toggle_overlay()

void game::display_toggle_overlay ( action_id  action)

Definition at line 11225 of file game.cpp.

11226{
11227 if( display_overlay_state( action ) ) {
11228 displaying_overlays.reset();
11229 } else {
11231 }
11232}
bool display_overlay_state(action_id)
Definition: game.cpp:11220

References action, display_overlay_state(), and displaying_overlays.

Referenced by display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), and display_visibility().

◆ display_transparency()

void game::display_transparency ( )
private

Definition at line 11362 of file game.cpp.

11363{
11364 if( use_tiles ) {
11366 }
11367}
@ ACTION_DISPLAY_TRANSPARENCY
Toggle transparency map.
Definition: action.h:325

References ACTION_DISPLAY_TRANSPARENCY, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_vehicle_ai()

void game::display_vehicle_ai ( )
private

Definition at line 11262 of file game.cpp.

11263{
11264 if( use_tiles ) {
11266 }
11267}
@ ACTION_DISPLAY_VEHICLE_AI
Toggle vehicle autopilot data.
Definition: action.h:317

References ACTION_DISPLAY_VEHICLE_AI, display_toggle_overlay(), and use_tiles.

Referenced by handle_action().

◆ display_visibility()

void game::display_visibility ( )
private

Definition at line 11269 of file game.cpp.

11270{
11271 if( use_tiles ) {
11274 std::vector< tripoint > locations;
11275 uilist creature_menu;
11276 int num_creatures = 0;
11277 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, "%s", _( "You" ) );
11278 locations.emplace_back( g->u.pos() ); // add player first.
11279 for( const Creature &critter : g->all_creatures() ) {
11280 if( critter.is_player() ) {
11281 continue;
11282 }
11283 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, critter.disp_name() );
11284 locations.emplace_back( critter.pos() );
11285 }
11286
11287 pointmenu_cb callback( locations );
11288 creature_menu.callback = &callback;
11289 creature_menu.w_y_setup = 0;
11290 creature_menu.query();
11291 if( creature_menu.ret >= 0 && static_cast<size_t>( creature_menu.ret ) < locations.size() ) {
11292 Creature *creature = critter_at<Creature>( locations[creature_menu.ret] );
11294 }
11295 } else {
11297 }
11298 }
11299}
@ ACTION_DISPLAY_VISIBILITY
Toggle visibility map.
Definition: action.h:319
size_t num_creatures() const
Returns the approximate number of creatures in the reality bubble.
Definition: game.cpp:4852
Creature * displaying_visibility_creature
Creature for which to display the visibility map.
Definition: game.h:1036
Callback for uilist that pairs menu entries with points When an entry is selected,...
Definition: ui.h:423
uilist_callback * callback
Definition: ui.h:335
generic_factory< overmap_location > locations("overmap location")

References _, ACTION_DISPLAY_VISIBILITY, uilist::addentry(), uilist::callback, creature, display_overlay_state(), display_toggle_overlay(), displaying_visibility_creature, g, anonymous_namespace{overmap_location.cpp}::locations, MENU_AUTOASSIGN, num_creatures(), uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action().

◆ do_turn()

bool game::do_turn ( )

MAIN GAME LOOP.

Returns true if game is over (death, saved, quit, etc.).

Definition at line 1453 of file game.cpp.

1454{
1455 if( is_game_over() ) {
1456 return cleanup_at_end();
1457 }
1458 // Actual stuff
1459 if( new_game ) {
1460 new_game = false;
1461 } else {
1462 gamemode->per_turn();
1463 calendar::turn += 1_turns;
1464 }
1465
1466 // starting a new turn, clear out temperature cache
1468 weather.clear_temp_cache();
1469
1470 if( npcs_dirty ) {
1471 load_npcs();
1472 }
1473
1476 // If controlling a vehicle that is owned by someone else
1478 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1479 if( veh && !veh->handle_potential_theft( dynamic_cast<player &>( u ), true ) ) {
1480 veh->handle_potential_theft( dynamic_cast<player &>( u ), false, false );
1481 }
1482 }
1483 // If riding a horse - chance to spook
1484 if( u.is_mounted() ) {
1486 }
1487 if( calendar::once_every( 1_days ) ) {
1489 }
1490
1491 // Move hordes every 2.5 min
1494 // Hordes that reached the reality bubble need to spawn,
1495 // make them spawn in invisible areas only.
1496 m.spawn_monsters( false );
1497 }
1498
1500
1501 u.update_body();
1502
1503 // Auto-save if autosave is enabled
1504 if( get_option<bool>( "AUTOSAVE" ) &&
1505 calendar::once_every( 1_turns * get_option<int>( "AUTOSAVE_TURNS" ) ) &&
1506 !u.is_dead_state() ) {
1507 autosave();
1508 }
1509
1510 weather.update_weather();
1512
1516 // Process NPC sound events before they move or they hear themselves talking
1517 for( npc &guy : all_npcs() ) {
1518 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1520 }
1521 }
1522
1523 // Process sound events into sound markers for display to the player.
1525
1526 if( u.is_deaf() ) {
1528 }
1529
1530 if( !u.has_effect( effect_sleep ) || uquit == QUIT_WATCH ) {
1531 if( u.moves > 0 || uquit == QUIT_WATCH ) {
1532 while( u.moves > 0 || uquit == QUIT_WATCH ) {
1533 cleanup_dead();
1535 // Process any new sounds the player caused during their turn.
1536 for( npc &guy : all_npcs() ) {
1537 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1539 }
1540 }
1543 wait_popup.reset();
1545 }
1546
1547 if( queue_screenshot ) {
1551 queue_screenshot = false;
1552 }
1553
1554 if( handle_action() ) {
1556 u.action_taken();
1557 }
1558
1559 if( is_game_over() ) {
1560 return cleanup_at_end();
1561 }
1562
1563 if( uquit == QUIT_WATCH ) {
1564 break;
1565 }
1566 if( u.activity ) {
1568 }
1569 }
1570 // Reset displayed sound markers now that the turn is over.
1571 // We only want this to happen if the player had a chance to examine the sounds.
1573 }
1574 }
1575
1576 if( driving_view_offset.x != 0 || driving_view_offset.y != 0 ) {
1577 // Still have a view offset, but might not be driving anymore,
1578 // or the option has been deactivated,
1579 // might also happen when someone dives from a moving car.
1580 // or when using the handbrake.
1581 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1582 calc_driving_offset( veh );
1583 }
1584
1585 // No-scent debug mutation has to be processed here or else it takes time to start working
1586 if( !u.has_active_bionic( bionic_id( "bio_scent_mask" ) ) &&
1587 !u.has_trait( trait_id( "DEBUG_NOSCENT" ) ) ) {
1590 }
1591 scent.update( u.pos(), m );
1592
1593 // We need floor cache before checking falling 'n stuff
1595
1598 m.vehmove();
1599 m.process_fields();
1600 m.process_items();
1603
1604 // Apply sounds from previous turn to monster and NPC AI.
1606 // Update vision caches for monsters. If this turns out to be expensive,
1607 // consider a stripped down cache just for monsters.
1608 m.build_map_cache( get_levz(), true );
1609 monmove();
1610 if( calendar::once_every( 5_minutes ) ) {
1612 }
1613 if( calendar::once_every( 10_seconds ) ) {
1614 for( const tripoint &elem : m.get_furn_field_locations() ) {
1615 const auto &furn = m.furn( elem ).obj();
1616 for( const emit_id &e : furn.emissions ) {
1617 m.emit_field( elem, e );
1618 }
1619 }
1620 }
1623 u.process_turn();
1624
1626 cleanup_dead();
1627
1628 if( u.moves < 0 && get_option<bool>( "FORCE_REDRAW" ) ) {
1631 }
1632
1633 if( get_levz() >= 0 && !u.is_underwater() ) {
1634 handle_weather_effects( weather.weather_id );
1635 }
1636
1637 const bool player_is_sleeping = u.has_effect( effect_sleep );
1638 bool wait_redraw = false;
1639 std::string wait_message;
1640 time_duration wait_refresh_rate;
1641 if( player_is_sleeping ) {
1642 wait_redraw = true;
1643 wait_message = _( "Wait till you wake up…" );
1644 wait_refresh_rate = 30_minutes;
1645 if( calendar::once_every( 1_hours ) ) {
1647 }
1648 } else if( u.has_destination() ) {
1649 wait_redraw = true;
1650 wait_message = _( "Travelling…" );
1651 wait_refresh_rate = 15_turns;
1652 } else if( const cata::optional<std::string> progress = u.activity.get_progress_message( u ) ) {
1653 wait_redraw = true;
1654 wait_message = *progress;
1655 if( u.activity.id() == ACT_AUTODRIVE ) {
1656 wait_refresh_rate = 1_turns;
1657 } else {
1658 wait_refresh_rate = 5_minutes;
1659 }
1660 }
1661 if( wait_redraw ) {
1663 calendar::once_every( std::min( 1_minutes, wait_refresh_rate ) ) ) {
1664 if( first_redraw_since_waiting_started || calendar::once_every( wait_refresh_rate ) ) {
1666 }
1667
1668 // Avoid redrawing the main UI every time due to invalidation
1670 wait_popup = std::make_unique<static_popup>();
1671 wait_popup->on_top( true ).wait_message( "%s", wait_message );
1675 }
1676 } else {
1677 // Nothing to wait for now
1678 wait_popup.reset();
1680 }
1681
1683 u.update_body_wetness( get_weather().get_precise() );
1684 u.apply_wetness_morale( weather.temperature );
1685
1686 if( calendar::once_every( 1_minutes ) ) {
1687 u.update_morale();
1688 }
1689
1690 if( calendar::once_every( 9_turns ) ) {
1692 }
1693
1694 if( !u.is_deaf() ) {
1696 }
1701
1702 // reset player noise
1703 u.volume = 0;
1704
1705 return false;
1706}
void update_morale()
Ticks down morale counters and removes them.
Definition: character.cpp:9005
void action_taken()
Called after every action, invalidates player caches.
Definition: character.cpp:877
bool check_mount_is_spooked()
Definition: character.cpp:1102
void update_bodytemp(const map &m, const weather_manager &weather)
Maintains body temperature.
Definition: character.cpp:5183
bool is_mounted() const
Definition: character.cpp:1143
bool has_destination() const
scenttype_id get_type_of_scent() const
Definition: character.cpp:8764
bool check_and_recover_morale()
Checks permanent morale for consistency and recovers it when an inconsistency is found.
Definition: character.cpp:9132
bool is_deaf() const
Definition: character.cpp:4486
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4665
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1887
void apply_wetness_morale(int temperature)
Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.
Definition: suffer.cpp:1804
virtual bool is_underwater() const
Definition: creature.cpp:174
int get_levz() const
Definition: game.cpp:11987
void overmap_npc_move()
Definition: game.cpp:4351
class game::debug_hour_timer debug_hour_timer
npc_range all_npcs()
Same as all_creatures but iterators only over npcs.
Definition: game.cpp:12097
void monmove()
Definition: game.cpp:4226
void autopilot_vehicles()
process vehicles that are following the player
Definition: game.cpp:1771
void add_artifact_dreams()
Definition: game.cpp:11931
int moves_since_last_save
Definition: game.h:1066
bool take_screenshot() const
Saves a screenshot of the current viewport, as a PNG file.
Definition: game.cpp:7263
void calc_driving_offset(vehicle *veh=nullptr)
Definition: game.cpp:1351
bool cleanup_at_end()
Definition: game.cpp:1047
std::unique_ptr< static_popup > wait_popup
Definition: game.h:1102
bool queue_screenshot
Definition: game.h:1045
friend weather_manager & get_weather()
Definition: weather.cpp:64
void autosave()
Definition: game.cpp:11420
void process_activity()
Definition: game.cpp:1760
void update_stair_monsters()
Definition: game.cpp:10908
void process_voluntary_act_interrupt()
Definition: game.cpp:1720
void load_npcs()
Makes any nearby NPCs on the overmap active.
Definition: game.cpp:915
bool npcs_dirty
Has a NPC been spawned since last load?
Definition: game.h:1073
void cleanup_dead()
Definition: game.cpp:4191
bool is_game_over()
Definition: game.cpp:2475
void perhaps_add_random_npc()
Definition: game.cpp:11155
void mon_info_update()
Definition: game.cpp:3990
bool handle_action()
const T & obj() const
Definition: ammo_effect.cpp:26
void build_floor_caches()
Definition: map.cpp:8050
void process_falling()
Invoked drop_everything on cached dirty tiles.
Definition: map.cpp:2274
void emit_field(const tripoint &pos, const emit_id &src, float mul=1.0f)
Runs one cycle of emission src which may result in propagation of fields.
Definition: map_field.cpp:1928
const std::vector< tripoint > & get_furn_field_locations() const
Definition: map.cpp:7747
void spawn_monsters(bool ignore_sight)
Spawn monsters from submap spawn points and from the overmap.
Definition: map.cpp:7706
void vehmove()
Definition: map.cpp:414
void creature_in_field(Creature &critter)
Apply field effects to the creature when it's on a square with fields.
Definition: map_field.cpp:1563
void process_fields()
Definition: map_field.cpp:141
furn_id furn(const tripoint &p) const
Definition: map.cpp:1348
void build_map_cache(int zlev, bool skip_lightmap=false)
Definition: map.cpp:8216
void process_items()
Definition: map.cpp:4569
static void process_all()
Handles mission deadline processing.
Definition: mission.cpp:98
void set_scent(const tripoint_abs_omt &loc, int strength)
Method to set a scent trace.
void process_mongroups()
Process nearby monstergroups (dying mostly).
void move_hordes()
Let hordes move a step.
const activity_id & id() const
cata::optional< std::string > get_progress_message(const avatar &u) const
Helper that returns an activity specific progress message.
bool is_dead_state() const override
Returns true if the player should be dead.
Definition: player.cpp:777
int volume
Definition: player.h:592
int scent
Definition: player.h:601
void update_body_wetness(const w_point &weather)
Maintains body wetness and handles the rate at which the player dries.
Definition: player.cpp:1564
void process_turn() override
Resets movement points and applies other non-idempotent changes.
Definition: player.cpp:277
void set(const tripoint &p, int value, const scenttype_id &type=scenttype_id())
Get the scent value at the given position.
Definition: scent_map.cpp:102
void update(const tripoint &center, map &m)
Definition: scent_map.cpp:150
static constexpr time_duration from_minutes(const T m)
Definition: calendar.h:212
void process()
Process all queued events, potentially altering the game state and modifying the event queue.
static const activity_id ACT_AUTODRIVE("ACT_AUTODRIVE")
static const efftype_id effect_sleep("sleep")
@ QUIT_WATCH
Definition: game.h:73
static constexpr int MAX_VIEW_DISTANCE
void handle_weather_effects(const weather_type_id &w)
Definition: weather.cpp:522
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
explosion_queue & get_explosion_queue()
Definition: explosion.cpp:1261
void do_vehicle_engine_sfx()
Definition: sounds.cpp:1614
void do_hearing_loss(int turns=-1)
Definition: sounds.cpp:1609
void do_danger_music()
Definition: sounds.cpp:1613
void do_vehicle_exterior_engine_sfx()
Definition: sounds.cpp:1615
void do_fatigue()
Definition: sounds.cpp:1634
void remove_hearing_loss()
Definition: sounds.cpp:1610
void process_sound_markers(player *p)
Definition: sounds.cpp:386
void process_sounds()
Definition: sounds.cpp:304
void reset_markers()
Definition: sounds.cpp:572
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, ACT_AUTODRIVE, Character::action_taken(), Character::activity, add_artifact_dreams(), all_npcs(), Character::apply_wetness_morale(), autopilot_vehicles(), autosave(), map::build_floor_caches(), map::build_map_cache(), calc_driving_offset(), Character::check_and_recover_morale(), Character::check_mount_is_spooked(), cleanup_at_end(), cleanup_dead(), Character::controlling_vehicle, map::creature_in_field(), sfx::do_danger_music(), sfx::do_fatigue(), sfx::do_hearing_loss(), sfx::do_vehicle_engine_sfx(), sfx::do_vehicle_exterior_engine_sfx(), driving_view_offset, effect_sleep, map::emit_field(), explosion_handler::explosion_queue::execute(), first_redraw_since_waiting_started, time_duration::from_minutes(), map::furn(), gamemode, explosion_handler::get_explosion_queue(), map::get_furn_field_locations(), get_levz(), player_activity::get_progress_message(), Character::get_type_of_scent(), get_weather, Character::global_omt_location(), grid_tracker_ptr, handle_action(), vehicle::handle_potential_theft(), handle_weather_effects(), Character::has_active_bionic(), Character::has_destination(), Character::has_distant_destination(), Creature::has_effect(), Character::has_trait(), player_activity::id(), Character::in_vehicle, invalidate_main_ui_adaptor(), player::is_dead_state(), Character::is_deaf(), is_game_over(), Character::is_mounted(), Creature::is_underwater(), load_npcs(), m, MAX_VIEW_DISTANCE, mon_info_update(), monmove(), overmapbuffer::move_hordes(), Creature::moves, moves_since_last_save, new_game, npcs_dirty, int_id< T >::obj(), calendar::once_every(), overmap_buffer, overmap_npc_move(), perhaps_add_random_npc(), Character::pos(), game::debug_hour_timer::print_time(), timed_event_manager::process(), process_activity(), mission::process_all(), map::process_falling(), map::process_fields(), map::process_items(), overmapbuffer::process_mongroups(), sounds::process_sound_markers(), sounds::process_sounds(), player::process_turn(), process_voluntary_act_interrupt(), queue_screenshot, QUIT_WATCH, ui_manager::redraw(), refresh_display(), sfx::remove_hearing_loss(), reset_light_level(), sounds::reset_markers(), rl_dist(), scent, player::scent, scent_map::set(), overmapbuffer::set_scent(), map::spawn_monsters(), take_screenshot(), timed_events, calendar::turn, u, scent_map::update(), Character::update_body(), player::update_body_wetness(), Character::update_bodytemp(), Character::update_morale(), update_stair_monsters(), uquit, map::veh_at(), veh_pointer_or_null(), map::vehmove(), player::volume, wait_popup, point::x, and point::y.

◆ draw()

void game::draw ( )

Definition at line 3249 of file game.cpp.

3250{
3251 if( test_mode ) {
3252 return;
3253 }
3254
3255 //temporary fix for updating visibility for minimap
3256 ter_view_p.z = ( u.pos() + u.view_offset ).z;
3259
3260 werase( w_terrain );
3261 draw_ter();
3262 for( auto it = draw_callbacks.begin(); it != draw_callbacks.end(); ) {
3263 shared_ptr_fast<draw_callback_t> cb = it->lock();
3264 if( cb ) {
3265 ( *cb )();
3266 ++it;
3267 } else {
3268 it = draw_callbacks.erase( it );
3269 }
3270 }
3272
3273 draw_panels( true );
3274}
bool test_mode
Set to true when running in test mode (e.g.
tripoint ter_view_p
Definition: game.h:1012
void draw_panels(bool force_draw=false)
Definition: game.cpp:3276
void draw_ter(bool draw_sounds=true)
Definition: game.cpp:3390
void update_visibility_cache(int zlev)
Definition: map.cpp:5596
int z
Definition: point.h:152

References map::build_map_cache(), draw_callbacks, draw_panels(), draw_ter(), m, Character::pos(), ter_view_p, test_mode, u, map::update_visibility_cache(), player::view_offset, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), and tripoint::z.

◆ draw_below_override()

void game::draw_below_override ( const tripoint p,
bool  draw 
)

Definition at line 963 of file animation.cpp.

964{
965}

◆ draw_bullet()

void game::draw_bullet ( const tripoint t,
int  i,
const std::vector< tripoint > &  trajectory,
char  bullet 
)

Definition at line 518 of file animation.cpp.

520{
521 draw_bullet_curses( m, t, bullet, &trajectory[i] );
522}
void draw_bullet_curses(map &m, const tripoint &t, const char bullet, const tripoint *const p)
Definition: animation.cpp:459
std::vector< tripoint > trajectory
Definition: ranged.h:32

References anonymous_namespace{animation.cpp}::draw_bullet_curses(), and m.

◆ draw_critter()

void game::draw_critter ( const Creature critter,
const tripoint center 
)

Definition at line 3372 of file game.cpp.

3373{
3374 draw_critter_internal( w_terrain, critter, center, false, m, u );
3375}
static void draw_critter_internal(const catacurses::window &w, const Creature &critter, const tripoint &center, bool inverted, const map &m, const avatar &u)
Definition: game.cpp:3339

References center, draw_critter_internal(), m, u, and w_terrain.

Referenced by draw_ter().

◆ draw_critter_highlighted()

void game::draw_critter_highlighted ( const Creature critter,
const tripoint center 
)

Definition at line 3377 of file game.cpp.

3378{
3379 draw_critter_internal( w_terrain, critter, center, true, m, u );
3380}

References center, draw_critter_internal(), m, u, and w_terrain.

◆ draw_cursor()

void game::draw_cursor ( const tripoint p)

Definition at line 724 of file animation.cpp.

725{
726 const tripoint rp = relative_view_pos( *this, p );
727 mvwputch_inv( w_terrain, rp.xy(), c_light_green, 'X' );
728}
#define c_light_green
Definition: color.h:28
tripoint relative_view_pos(const game &g, const tripoint &p) noexcept
Definition: animation.cpp:127
void mvwputch_inv(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:491

References c_light_green, mvwputch_inv(), anonymous_namespace{animation.cpp}::relative_view_pos(), w_terrain, and tripoint::xy().

Referenced by draw_look_around_cursor().

◆ draw_field_override()

void game::draw_field_override ( const tripoint p,
const field_type_id id 
)

Definition at line 919 of file animation.cpp.

920{
921}

◆ draw_furniture_override()

void game::draw_furniture_override ( const tripoint p,
const furn_id id 
)

Definition at line 880 of file animation.cpp.

881{
882}

◆ draw_graffiti_override()

void game::draw_graffiti_override ( const tripoint p,
bool  has 
)

Definition at line 893 of file animation.cpp.

894{
895}

◆ draw_highlight()

void game::draw_highlight ( const tripoint p)

Definition at line 737 of file animation.cpp.

738{
739 // Do nothing
740}

◆ draw_hit_mon()

void game::draw_hit_mon ( const tripoint p,
const monster m,
bool  dead = false 
)

Definition at line 581 of file animation.cpp.

582{
583 draw_hit_mon_curses( p, m, u, dead );
584}
void draw_hit_mon_curses(const tripoint &center, const monster &m, const player &u, const bool dead)
Definition: animation.cpp:552

References dead, anonymous_namespace{animation.cpp}::draw_hit_mon_curses(), m, and u.

◆ draw_hit_player()

void game::draw_hit_player ( const Character p,
int  dam 
)

Definition at line 626 of file animation.cpp.

627{
628 draw_hit_player_curses( *this, p, dam );
629}
void draw_hit_player_curses(const game &g, const Character &p, const int dam)
Definition: animation.cpp:589

References anonymous_namespace{animation.cpp}::draw_hit_player_curses().

◆ draw_item_override()

void game::draw_item_override ( const tripoint p,
const itype_id id,
const mtype_id mid,
bool  hilite 
)

Definition at line 933 of file animation.cpp.

935{
936}

◆ draw_line() [1/2]

void game::draw_line ( const tripoint p,
const std::vector< tripoint > &  points 
)

Definition at line 710 of file animation.cpp.

711{
712 draw_line_curses( *this, points );
713}
void draw_line_curses(game &g, const std::vector< tripoint > &points)
Definition: animation.cpp:690

References anonymous_namespace{animation.cpp}::draw_line_curses().

◆ draw_line() [2/2]

void game::draw_line ( const tripoint p,
const tripoint center_point,
const std::vector< tripoint > &  points,
bool  noreveal = false 
)

Definition at line 677 of file animation.cpp.

679{
680 if( !u.sees( p ) ) {
681 return;
682 }
683
684 draw_line_curses( *this, center, points, noreveal );
685}

References center, anonymous_namespace{animation.cpp}::draw_line_curses(), Character::sees(), and u.

Referenced by draw_ter().

◆ draw_look_around_cursor()

void game::draw_look_around_cursor ( const tripoint lp,
const visibility_variables cache 
)

Definition at line 5800 of file game.cpp.

5801{
5802 if( !liveview.is_enabled() ) {
5803#if defined( TILES )
5804 if( is_draw_tiles_mode() ) {
5805 draw_cursor( lp );
5806 return;
5807 }
5808#endif
5809 const tripoint view_center = u.pos() + u.view_offset;
5810 visibility_type visibility = VIS_HIDDEN;
5811 const bool inbounds = m.inbounds( lp );
5812 if( inbounds ) {
5813 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5814 }
5815 if( visibility == VIS_CLEAR ) {
5816 const Creature *const creature = critter_at( lp, true );
5817 if( creature != nullptr && u.sees( *creature ) ) {
5818 creature->draw( w_terrain, view_center, true );
5819 } else {
5820 m.drawsq( w_terrain, lp, drawsq_params().highlight( true ).center( view_center ) );
5821 }
5822 } else {
5823 std::string visibility_indicator;
5824 nc_color visibility_indicator_color = c_white;
5825 switch( visibility ) {
5826 case VIS_CLEAR:
5827 // Already handled by the outer if statement
5828 break;
5829 case VIS_BOOMER:
5830 case VIS_BOOMER_DARK:
5831 visibility_indicator = '#';
5832 visibility_indicator_color = c_pink;
5833 break;
5834 case VIS_DARK:
5835 visibility_indicator = '#';
5836 visibility_indicator_color = c_dark_gray;
5837 break;
5838 case VIS_LIT:
5839 visibility_indicator = '#';
5840 visibility_indicator_color = c_light_gray;
5841 break;
5842 case VIS_HIDDEN:
5843 visibility_indicator = 'x';
5844 visibility_indicator_color = c_white;
5845 break;
5846 }
5847
5848 const tripoint screen_pos = point( POSX, POSY ) + lp - view_center;
5849 mvwputch( w_terrain, screen_pos.xy(), visibility_indicator_color, visibility_indicator );
5850 }
5851 }
5852}
void draw_cursor(const tripoint &p)
Definition: animation.cpp:724
T * critter_at(const tripoint &p, bool allow_hallucination=false)
Returns the Creature at the given location.
Definition: game.cpp:4672
bool is_enabled()
Definition: live_view.cpp:75
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7757
visibility_type get_visibility(lit_level ll, const visibility_variables &cache) const
Definition: map.cpp:5650
lit_level apparent_light_at(const tripoint &p, const visibility_variables &cache) const
Determine the visible light level for a tile, based on light_at for the tile, vision distance,...
Definition: lightmap.cpp:729
void drawsq(const catacurses::window &w, const tripoint &p, const drawsq_params &params) const
Draw the map tile at the given coordinate.
Definition: map.cpp:5828
#define c_dark_gray
Definition: color.h:20
#define c_pink
Definition: color.h:31
visibility_type
Definition: enums.h:57
@ VIS_CLEAR
Definition: enums.h:59
@ VIS_BOOMER
Definition: enums.h:61
@ VIS_DARK
Definition: enums.h:62
@ VIS_BOOMER_DARK
Definition: enums.h:63
@ VIS_HIDDEN
Definition: enums.h:58
@ VIS_LIT
Definition: enums.h:60
bool is_draw_tiles_mode()
Check whether we're in tile drawing mode.
Definition: output.cpp:2029
Draw parameters used by map::drawsq() and similar methods.
Definition: map.h:180

References map::apparent_light_at(), c_dark_gray, c_light_gray, c_pink, c_white, center, creature, critter_at(), draw_cursor(), map::drawsq(), map::get_visibility(), map::inbounds(), is_draw_tiles_mode(), live_view::is_enabled(), liveview, m, mvwputch(), Character::pos(), POSX, POSY, Character::sees(), u, player::view_offset, VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, w_terrain, and tripoint::xy().

Referenced by look_around().

◆ draw_minimap()

void game::draw_minimap ( )
private

Definition at line 3450 of file game.cpp.

3451{
3452
3453 // Draw the box
3454 werase( w_minimap );
3456
3457 const tripoint_abs_omt curs = u.global_omt_location();
3458 const point_abs_omt curs2( curs.xy() );
3460 bool drew_mission = targ == overmap::invalid_tripoint;
3461
3462 for( int i = -2; i <= 2; i++ ) {
3463 for( int j = -2; j <= 2; j++ ) {
3464 const point_abs_omt om( curs2 + point( i, j ) );
3465 nc_color ter_color;
3466 tripoint_abs_omt omp( om, get_levz() );
3467 std::string ter_sym;
3468 const bool seen = overmap_buffer.seen( omp );
3469 const bool vehicle_here = overmap_buffer.has_vehicle( omp );
3470 if( overmap_buffer.has_note( omp ) ) {
3471
3472 const std::string &note_text = overmap_buffer.note( omp );
3473
3474 ter_color = c_yellow;
3475 ter_sym = "N";
3476
3477 int symbolIndex = note_text.find( ':' );
3478 int colorIndex = note_text.find( ';' );
3479
3480 bool symbolFirst = symbolIndex < colorIndex;
3481
3482 if( colorIndex > -1 && symbolIndex > -1 ) {
3483 if( symbolFirst ) {
3484 if( colorIndex > 4 ) {
3485 colorIndex = -1;
3486 }
3487 if( symbolIndex > 1 ) {
3488 symbolIndex = -1;
3489 colorIndex = -1;
3490 }
3491 } else {
3492 if( symbolIndex > 4 ) {
3493 symbolIndex = -1;
3494 }
3495 if( colorIndex > 2 ) {
3496 colorIndex = -1;
3497 }
3498 }
3499 } else if( colorIndex > 2 ) {
3500 colorIndex = -1;
3501 } else if( symbolIndex > 1 ) {
3502 symbolIndex = -1;
3503 }
3504
3505 if( symbolIndex > -1 ) {
3506 int symbolStart = 0;
3507 if( colorIndex > -1 && !symbolFirst ) {
3508 symbolStart = colorIndex + 1;
3509 }
3510 ter_sym = note_text.substr( symbolStart, symbolIndex - symbolStart ).c_str()[0];
3511 }
3512
3513 if( colorIndex > -1 ) {
3514
3515 int colorStart = 0;
3516
3517 if( symbolIndex > -1 && symbolFirst ) {
3518 colorStart = symbolIndex + 1;
3519 }
3520
3521 std::string sym = note_text.substr( colorStart, colorIndex - colorStart );
3522
3523 if( sym.length() == 2 ) {
3524 if( sym == "br" ) {
3525 ter_color = c_brown;
3526 } else if( sym == "lg" ) {
3527 ter_color = c_light_gray;
3528 } else if( sym == "dg" ) {
3529 ter_color = c_dark_gray;
3530 }
3531 } else {
3532 char colorID = sym.c_str()[0];
3533 if( colorID == 'r' ) {
3534 ter_color = c_light_red;
3535 } else if( colorID == 'R' ) {
3536 ter_color = c_red;
3537 } else if( colorID == 'g' ) {
3538 ter_color = c_light_green;
3539 } else if( colorID == 'G' ) {
3540 ter_color = c_green;
3541 } else if( colorID == 'b' ) {
3542 ter_color = c_light_blue;
3543 } else if( colorID == 'B' ) {
3544 ter_color = c_blue;
3545 } else if( colorID == 'W' ) {
3546 ter_color = c_white;
3547 } else if( colorID == 'C' ) {
3548 ter_color = c_cyan;
3549 } else if( colorID == 'c' ) {
3550 ter_color = c_light_cyan;
3551 } else if( colorID == 'P' ) {
3552 ter_color = c_pink;
3553 } else if( colorID == 'm' ) {
3554 ter_color = c_magenta;
3555 }
3556 }
3557 }
3558 } else if( !seen ) {
3559 ter_sym = " ";
3560 ter_color = c_black;
3561 } else if( vehicle_here ) {
3562 ter_color = c_cyan;
3563 ter_sym = "c";
3564 } else {
3565 const oter_id &cur_ter = overmap_buffer.ter( omp );
3566 ter_sym = cur_ter->get_symbol();
3567 if( overmap_buffer.is_explored( omp ) ) {
3568 ter_color = c_dark_gray;
3569 } else {
3570 ter_color = cur_ter->get_color();
3571 }
3572 }
3573 if( !drew_mission && targ.xy() == omp.xy() ) {
3574 // If there is a mission target, and it's not on the same
3575 // overmap terrain as the player character, mark it.
3576 // TODO: Inform player if the mission is above or below
3577 drew_mission = true;
3578 if( i != 0 || j != 0 ) {
3579 ter_color = red_background( ter_color );
3580 }
3581 }
3582 if( i == 0 && j == 0 ) {
3583 mvwputch_hi( w_minimap, point( 3, 3 ), ter_color, ter_sym );
3584 } else {
3585 mvwputch( w_minimap, point( 3 + i, 3 + j ), ter_color, ter_sym );
3586 }
3587 }
3588 }
3589
3590 // Print arrow to mission if we have one!
3591 if( !drew_mission ) {
3592 double slope = curs2.x() != targ.x() ?
3593 static_cast<double>( targ.y() - curs2.y() ) / ( targ.x() - curs2.x() ) : 4;
3594
3595 if( curs2.x() == targ.x() || std::fabs( slope ) > 3.5 ) { // Vertical slope
3596 if( targ.y() > curs2.y() ) {
3597 mvwputch( w_minimap, point( 3, 6 ), c_red, "*" );
3598 } else {
3599 mvwputch( w_minimap, point( 3, 0 ), c_red, "*" );
3600 }
3601 } else {
3602 int arrowx = -1;
3603 int arrowy = -1;
3604 if( std::fabs( slope ) >= 1. ) { // y diff is bigger!
3605 arrowy = targ.y() > curs2.y() ? 6 : 0;
3606 arrowx =
3607 static_cast<int>( 3 + 3 * ( targ.y() > curs2.y() ? slope : ( 0 - slope ) ) );
3608 if( arrowx < 0 ) {
3609 arrowx = 0;
3610 }
3611 if( arrowx > 6 ) {
3612 arrowx = 6;
3613 }
3614 } else {
3615 arrowx = targ.x() > curs2.x() ? 6 : 0;
3616 arrowy = static_cast<int>( 3 + 3 * ( targ.x() > curs2.x() ? slope : -slope ) );
3617 if( arrowy < 0 ) {
3618 arrowy = 0;
3619 }
3620 if( arrowy > 6 ) {
3621 arrowy = 6;
3622 }
3623 }
3624 char glyph = '*';
3625 if( targ.z() > u.posz() ) {
3626 glyph = '^';
3627 } else if( targ.z() < u.posz() ) {
3628 glyph = 'v';
3629 }
3630
3631 mvwputch( w_minimap, point( arrowx, arrowy ), c_red, glyph );
3632 }
3633 }
3634
3635 const int sight_points = g->u.overmap_sight_range( g->light_level( g->u.posz() ) );
3636 for( int i = -3; i <= 3; i++ ) {
3637 for( int j = -3; j <= 3; j++ ) {
3638 if( i > -3 && i < 3 && j > -3 && j < 3 ) {
3639 continue; // only do hordes on the border, skip inner map
3640 }
3641 const tripoint_abs_omt omp( curs2 + point( i, j ), get_levz() );
3643 if( overmap_buffer.seen( omp )
3644 && g->u.overmap_los( omp, sight_points ) ) {
3645 mvwputch( w_minimap, point( i + 3, j + 3 ), c_green,
3646 overmap_buffer.get_horde_size( omp ) > HORDE_VISIBILITY_SIZE * 2 ? 'Z' : 'z' );
3647 }
3648 }
3649 }
3650 }
3651
3653}
tripoint_abs_omt get_active_mission_target() const
Returns the target of the active mission or overmap::invalid_tripoint if there is no active mission.
Definition: avatar.cpp:205
constexpr auto & x()
Definition: coordinates.h:118
constexpr auto & z()
Definition: coordinates.h:133
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
static constexpr tripoint_abs_omt invalid_tripoint
Dummy value, used to indicate that a point returned by a function is invalid.
Definition: overmap.h:260
bool seen(const tripoint_abs_omt &p)
const std::string & note(const tripoint_abs_omt &p)
int get_horde_size(const tripoint_abs_omt &p)
bool is_explored(const tripoint_abs_omt &p)
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool has_note(const tripoint_abs_omt &p)
Uses global overmap terrain coordinates.
bool has_vehicle(const tripoint_abs_omt &p)
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
#define c_blue
Definition: color.h:23
#define c_black
Definition: color.h:17
#define c_light_blue
Definition: color.h:29
#define c_yellow
Definition: color.h:32
#define c_light_cyan
Definition: color.h:30
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static constexpr int HORDE_VISIBILITY_SIZE
constexpr scale om
Definition: coordinates.h:34
void mvwputch_hi(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:508
std::string get_symbol(const bool from_land_use_code=false) const
Definition: omdata.h:209
nc_color get_color(const bool from_land_use_code=false) const
Definition: omdata.h:217

References c_black, c_blue, c_brown, c_cyan, c_dark_gray, c_green, c_light_blue, c_light_cyan, c_light_gray, c_light_green, c_light_red, c_magenta, c_pink, c_red, c_white, c_yellow, draw_border(), units::fabs(), g, avatar::get_active_mission_target(), oter_t::get_color(), overmapbuffer::get_horde_size(), get_levz(), oter_t::get_symbol(), Character::global_omt_location(), overmapbuffer::has_note(), overmapbuffer::has_vehicle(), HORDE_VISIBILITY_SIZE, overmap::invalid_tripoint, overmapbuffer::is_explored(), mvwputch(), mvwputch_hi(), overmapbuffer::note(), coords::om, overmap_buffer, Character::posz(), red_background(), overmapbuffer::seen(), overmapbuffer::ter(), u, w_minimap, catacurses::werase(), catacurses::wnoutrefresh(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), and coords::coord_point< Point, Origin, Scale >::z().

◆ draw_monster_override()

void game::draw_monster_override ( const tripoint p,
const mtype_id id,
int  count,
bool  more,
Creature::Attitude  att 
)

Definition at line 977 of file animation.cpp.

979{
980}

◆ draw_panels()

void game::draw_panels ( bool  force_draw = false)

Definition at line 3276 of file game.cpp.

3277{
3278 static int previous_turn = -1;
3279 const int current_turn = to_turns<int>( calendar::turn - calendar::turn_zero );
3280 const bool draw_this_turn = current_turn > previous_turn || force_draw;
3281 auto &mgr = panel_manager::get_manager();
3282 int y = 0;
3283 const bool sidebar_right = get_option<std::string>( "SIDEBAR_POSITION" ) == "right";
3284 int spacer = get_option<bool>( "SIDEBAR_SPACERS" ) ? 1 : 0;
3285 int log_height = 0;
3286 for( const window_panel &panel : mgr.get_current_layout() ) {
3287 if( panel.get_height() != -2 && panel.toggle && panel.render() ) {
3288 log_height += panel.get_height() + spacer;
3289 }
3290 }
3291 log_height = std::max( TERMY - log_height, 3 );
3292 for( const window_panel &panel : mgr.get_current_layout() ) {
3293 if( panel.render() ) {
3294 // height clamped to window height.
3295 int h = std::min( panel.get_height(), TERMY - y );
3296 if( h == -2 ) {
3297 h = log_height;
3298 }
3299 h += spacer;
3300 if( panel.toggle && panel.render() && h > 0 ) {
3301 if( panel.always_draw || draw_this_turn ) {
3302 panel.draw( u, catacurses::newwin( h, panel.get_width(),
3303 point( sidebar_right ? TERMX - panel.get_width() : 0, y ) ) );
3304 }
3305 if( show_panel_adm ) {
3306 const std::string panel_name = _( panel.get_name() );
3307 const int panel_name_width = utf8_width( panel_name );
3308 auto label = catacurses::newwin( 1, panel_name_width, point( sidebar_right ?
3309 TERMX - panel.get_width() - panel_name_width - 1 : panel.get_width() + 1, y ) );
3310 werase( label );
3311 mvwprintz( label, point_zero, c_light_red, panel_name );
3313 label = catacurses::newwin( h, 1,
3314 point( sidebar_right ? TERMX - panel.get_width() - 1 : panel.get_width(), y ) );
3315 werase( label );
3316 if( h == 1 ) {
3318 } else {
3320 for( int i = 1; i < h - 1; i++ ) {
3322 }
3323 mvwputch( label, point( 0, h - 1 ), c_light_red, sidebar_right ? LINE_XXOO : LINE_XOOX );
3324 }
3326 }
3327 y += h;
3328 }
3329 }
3330 }
3331 previous_turn = current_turn;
3332}
bool show_panel_adm
Definition: game.h:1040
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26
#define LINE_XOXO
Definition: output.h:39
#define LINE_OXOX
Definition: output.h:40
#define LINE_OXXX
Definition: output.h:48
#define LINE_XOOX
Definition: output.h:44
#define LINE_XXOO
Definition: output.h:41
Struct used for storing labels (easier to json opposed to a std::map<point, std::string>)
Definition: vehicle.h:578

References _, c_light_red, panel_manager::get_manager(), LINE_OXOX, LINE_OXXX, LINE_XOOX, LINE_XOXO, LINE_XXOO, mvwprintz(), mvwputch(), catacurses::newwin(), point_zero, show_panel_adm, TERMX, TERMY, calendar::turn, calendar::turn_zero, u, utf8_width(), catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by draw().

◆ draw_pixel_minimap()

void game::draw_pixel_minimap ( const catacurses::window w)

Definition at line 3334 of file game.cpp.

3335{
3336 w_pixel_minimap = w;
3337}

References w_pixel_minimap.

◆ draw_radiation_override()

void game::draw_radiation_override ( const tripoint p,
int  rad 
)

Definition at line 854 of file animation.cpp.

855{
856}

◆ draw_sct()

void game::draw_sct ( )

Definition at line 805 of file animation.cpp.

806{
807 draw_sct_curses( *this );
808}
void draw_sct_curses(const game &g)
Definition: animation.cpp:772

References anonymous_namespace{animation.cpp}::draw_sct_curses().

Referenced by get_player_input().

◆ draw_ter() [1/2]

void game::draw_ter ( bool  draw_sounds = true)

Definition at line 3390 of file game.cpp.

3391{
3393 draw_sounds );
3394}
bool is_looking
Definition: game.h:250

References draw_ter(), is_looking, Character::pos(), u, and player::view_offset.

Referenced by draw(), and draw_ter().

◆ draw_ter() [2/2]

void game::draw_ter ( const tripoint center,
bool  looking = false,
bool  draw_sounds = true 
)

Definition at line 3396 of file game.cpp.

3397{
3399
3400 m.draw( w_terrain, center );
3401
3402 if( draw_sounds ) {
3404 }
3405
3406 for( Creature &critter : all_creatures() ) {
3407 draw_critter( critter, center );
3408 }
3409
3410 if( !destination_preview.empty() && u.view_offset.z == 0 ) {
3411 // Draw auto-move preview trail
3412 const tripoint &final_destination = destination_preview.back();
3413 tripoint line_center = u.pos() + u.view_offset;
3414 draw_line( final_destination, line_center, destination_preview, true );
3415 mvwputch( w_terrain, final_destination.xy() - u.view_offset.xy() + point( POSX - u.posx(),
3416 POSY - u.posy() ), c_white, 'X' );
3417 }
3418
3419 if( u.controlling_vehicle && !looking ) {
3420 draw_veh_dir_indicator( false );
3421 draw_veh_dir_indicator( true );
3422 }
3423 // Place the cursor over the player as is expected by screen readers.
3424 wmove( w_terrain, -center.xy() + g->u.pos().xy() + point( POSX, POSY ) );
3425}
int posx() const override
Definition: character.h:779
int posy() const override
Definition: character.h:782
void draw_critter(const Creature &critter, const tripoint &center)
Definition: game.cpp:3372
Creature_range all_creatures()
Returns an anonymous range that contains all creatures.
Definition: game.cpp:12087
std::vector< tripoint > destination_preview
Definition: game.h:1092
void draw_veh_dir_indicator(bool next)
Definition: game.cpp:3442
void draw_line(const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
Definition: animation.cpp:677
void draw(const catacurses::window &w, const tripoint &center)
Draw a visible part of the map into w.
Definition: map.cpp:5700
static void draw_footsteps(const catacurses::window &window, const tripoint &offset)
Definition: game.cpp:3062
void wmove(const window &win, const point &p)
Definition: ncurses_def.cpp:98

References all_creatures(), c_white, center, Character::controlling_vehicle, destination_preview, map::draw(), draw_critter(), draw_footsteps(), draw_line(), draw_veh_dir_indicator(), g, m, mvwputch(), Character::pos(), Character::posx(), POSX, Character::posy(), POSY, ter_view_p, u, player::view_offset, w_terrain, catacurses::wmove(), tripoint::xy(), and tripoint::z.

◆ draw_terrain_override()

void game::draw_terrain_override ( const tripoint p,
const ter_id id 
)

Definition at line 867 of file animation.cpp.

868{
869}

◆ draw_trail_to_square()

void game::draw_trail_to_square ( const tripoint t,
bool  bDrawX 
)

Definition at line 7111 of file game.cpp.

7112{
7113 ::draw_trail( u.pos(), u.pos() + t, bDrawX );
7114}
static void draw_trail(const tripoint &start, const tripoint &end, bool bDrawX)
Definition: game.cpp:7081

References draw_trail(), Character::pos(), and u.

◆ draw_trap_override()

void game::draw_trap_override ( const tripoint p,
const trap_id id 
)

Definition at line 906 of file animation.cpp.

907{
908}

◆ draw_veh_dir_indicator()

void game::draw_veh_dir_indicator ( bool  next)

Definition at line 3442 of file game.cpp.

3443{
3444 if( const cata::optional<tripoint> indicator_offset = get_veh_dir_indicator_location( next ) ) {
3445 auto col = next ? c_white : c_dark_gray;
3446 mvwputch( w_terrain, indicator_offset->xy() - u.view_offset.xy() + point( POSX, POSY ), col, 'X' );
3447 }
3448}
cata::optional< tripoint > get_veh_dir_indicator_location(bool next) const
Returns the location where the indicator should go relative to the reality bubble,...
Definition: game.cpp:3427

References c_dark_gray, c_white, get_veh_dir_indicator_location(), mvwputch(), POSX, POSY, u, player::view_offset, w_terrain, and tripoint::xy().

Referenced by draw_ter().

◆ draw_vpart_override()

void game::draw_vpart_override ( const tripoint p,
const vpart_id id,
int  part_mod,
units::angle  veh_dir,
bool  hilite,
const point mount 
)

Definition at line 949 of file animation.cpp.

951{
952}

◆ draw_weather()

void game::draw_weather ( const weather_printable wPrint)

Definition at line 764 of file animation.cpp.

765{
767}
void draw_weather_curses(const catacurses::window &win, const weather_printable &w)
Definition: animation.cpp:745

References anonymous_namespace{animation.cpp}::draw_weather_curses(), and w_terrain.

Referenced by get_player_input().

◆ draw_zones()

void game::draw_zones ( const tripoint start,
const tripoint end,
const tripoint offset 
)

Definition at line 840 of file animation.cpp.

841{
842 draw_zones_curses( w_terrain, start, end, offset );
843}
void draw_zones_curses(const catacurses::window &w, const tripoint &start, const tripoint &end, const tripoint &offset)
Definition: animation.cpp:813

References anonymous_namespace{animation.cpp}::draw_zones_curses(), and w_terrain.

◆ drop()

void game::drop ( )
private

Definition at line 8153 of file game.cpp.

8154{
8156}
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2505
drop_locations multidrop(player &p)
Select items to drop.

References Character::drop(), game_menus::inv::multidrop(), Character::pos(), and u.

Referenced by handle_action().

◆ drop_in_direction()

void game::drop_in_direction ( )
private

Definition at line 8158 of file game.cpp.

8159{
8160 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Drop where?" ) ) ) {
8161 u.drop( game_menus::inv::multidrop( u ), *pnt );
8162 }
8163}

References _, choose_adjacent(), Character::drop(), game_menus::inv::multidrop(), and u.

Referenced by handle_action().

◆ dump_stats()

bool game::dump_stats ( const std::string &  what,
dump_mode  mode,
const std::vector< std::string > &  opts 
)

write statistics to stdout and

Returns
true if successful

Definition at line 38 of file dump.cpp.

40{
41 try {
42 loading_ui ui( false );
44 load_packs( _( "Loading content packs" ), { mod_management::get_default_core_content_pack() }, ui );
46 } catch( const std::exception &err ) {
47 std::cerr << "Error loading data from json: " << err.what() << std::endl;
48 return false;
49 }
50
51 std::vector<std::string> header;
52 std::vector<std::vector<std::string>> rows;
53
54 int scol = 0; // sorting column
55
56 std::map<std::string, standard_npc> test_npcs;
57 test_npcs[ "S1" ] = standard_npc( "S1", { 0, 0, 2 }, { "gloves_survivor", "mask_lsurvivor" },
58 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
59 test_npcs[ "S2" ] = standard_npc( "S2", { 0, 0, 3 }, { "gloves_fingerless", "sunglasses" },
60 4, 8, 8, 8, 10 /* PER 10 */ );
61 test_npcs[ "S3" ] = standard_npc( "S3", { 0, 0, 4 }, { "gloves_plate", "helmet_plate" },
62 4, 10, 8, 8, 8 /* STAT 10 */ );
63 test_npcs[ "S4" ] = standard_npc( "S4", { 0, 0, 5 }, {}, 0, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
64 test_npcs[ "S5" ] = standard_npc( "S5", { 0, 0, 6 }, {}, 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
65 test_npcs[ "S6" ] = standard_npc( "S6", { 0, 0, 7 }, { "gloves_hsurvivor", "mask_hsurvivor" },
66 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
67
68 std::map<std::string, item> test_items;
69 test_items[ "G1" ] = item( "glock_19" ).ammo_set( itype_id( "9mm" ) );
70 test_items[ "G2" ] = item( "hk_mp5" ).ammo_set( itype_id( "9mm" ) );
71 test_items[ "G3" ] = item( "ar15" ).ammo_set( itype_id( "223" ) );
72 test_items[ "G4" ] = item( "remington_700" ).ammo_set( itype_id( "270" ) );
73 test_items[ "G4" ].put_in( item( "rifle_scope" ) );
74
75 if( what == "AMMO" ) {
76 header = {
77 "Name", "Ammo", "Volume", "Weight", "Stack",
78 "Range", "Dispersion", "Recoil", "Damage", "Pierce", "Damage multiplier"
79 };
80 auto dump = [&rows]( const item & obj ) {
81 std::vector<std::string> r;
82 r.push_back( obj.tname( 1, false ) );
83 r.push_back( obj.ammo_type().str() );
84 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
85 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
86 r.push_back( std::to_string( obj.type->stack_size ) );
87 r.push_back( std::to_string( obj.type->ammo->range ) );
88 r.push_back( std::to_string( obj.type->ammo->dispersion ) );
89 r.push_back( std::to_string( obj.type->ammo->recoil ) );
90 damage_instance damage = obj.type->ammo->damage;
91 r.push_back( std::to_string( damage.total_damage() ) );
92 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
93 rows.push_back( r );
94 };
95 for( const itype *e : item_controller->all() ) {
96 if( e->ammo ) {
97 dump( item( e, calendar::turn, item::solitary_tag {} ) );
98 }
99 }
100
101 } else if( what == "ARMOR" ) {
102 header = {
103 "Name", "Encumber (fit)", "Warmth", "Weight", "Storage", "Coverage", "Bash", "Cut", "Bullet", "Acid", "Fire"
104 };
105 auto dump = [&rows]( const item & obj ) {
106 std::vector<std::string> r;
107 r.push_back( obj.tname( 1, false ) );
108 r.push_back( std::to_string( obj.get_encumber( g->u ) ) );
109 r.push_back( std::to_string( obj.get_warmth() ) );
110 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
111 r.push_back( std::to_string( obj.get_storage() / units::legacy_volume_factor ) );
112 r.push_back( std::to_string( obj.get_coverage() ) );
113 r.push_back( std::to_string( obj.bash_resist() ) );
114 r.push_back( std::to_string( obj.cut_resist() ) );
115 r.push_back( std::to_string( obj.bullet_resist() ) );
116 r.push_back( std::to_string( obj.acid_resist() ) );
117 r.push_back( std::to_string( obj.fire_resist() ) );
118 rows.push_back( r );
119 };
120
121 body_part bp = opts.empty() ? num_bp : get_body_part_token( opts.front() );
122
123 for( const itype *e : item_controller->all() ) {
124 if( e->armor ) {
125 item obj( e );
126 if( bp == num_bp || obj.covers( bp ) ) {
127 if( obj.has_flag( flag_VARSIZE ) ) {
128 obj.set_flag( "FIT" );
129 }
130 dump( obj );
131 }
132 }
133 }
134
135 } else if( what == "EDIBLE" ) {
136 header = {
137 "Name", "Volume", "Weight", "Stack", "Calories", "Quench", "Healthy"
138 };
139 for( const auto &v : vitamin::all() ) {
140 header.push_back( v.second.name() );
141 }
142 auto dump = [&rows]( const item & obj ) {
143 std::vector<std::string> r;
144 r.push_back( obj.tname( 1, false ) );
145 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
146 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
147 r.push_back( std::to_string( obj.type->stack_size ) );
148 r.push_back( std::to_string( obj.get_comestible()->default_nutrition.kcal ) );
149 r.push_back( std::to_string( obj.get_comestible()->quench ) );
150 r.push_back( std::to_string( obj.get_comestible()->healthy ) );
151 auto vits = obj.get_comestible()->default_nutrition.vitamins;
152 for( const auto &v : vitamin::all() ) {
153 r.push_back( std::to_string( vits[ v.first ] ) );
154 }
155 rows.push_back( r );
156 };
157
158 for( const itype *e : item_controller->all() ) {
160
161 if( food.is_food() && g->u.can_eat( food ).success() ) {
162 dump( food );
163 }
164 }
165
166 } else if( what == "GUN" ) {
167 header = {
168 "Name", "Ammo", "Volume", "Weight", "Capacity",
169 "Range", "Dispersion", "Effective recoil", "Damage", "Pierce",
170 "Aim time", "Effective range", "Snapshot range", "Max range"
171 };
172
173 std::set<std::string> locations;
174 for( const itype *e : item_controller->all() ) {
175 if( e->gun ) {
176 std::transform( e->gun->valid_mod_locations.begin(),
177 e->gun->valid_mod_locations.end(),
178 std::inserter( locations, locations.begin() ),
179 []( const std::pair<gunmod_location, int> &q ) {
180 return q.first.name();
181 } );
182 }
183 }
184 for( const auto &e : locations ) {
185 header.push_back( e );
186 }
187
188 auto dump = [&rows, &locations]( const standard_npc & who, const item & obj ) {
189 std::vector<std::string> r;
190 r.push_back( obj.tname( 1, false ) );
191 r.push_back( !obj.ammo_types().empty() ? enumerate_as_string( obj.ammo_types().begin(),
192 obj.ammo_types().end(), []( const ammotype & at ) {
193 return at.str();
195 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
196 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
197 r.push_back( std::to_string( obj.ammo_capacity() ) );
198 r.push_back( std::to_string( obj.gun_range() ) );
199 r.push_back( std::to_string( obj.gun_dispersion() ) );
200 r.push_back( std::to_string( obj.gun_recoil() ) );
201 damage_instance damage = obj.gun_damage();
202 r.push_back( std::to_string( damage.total_damage() ) );
203 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
204
205 r.push_back( std::to_string( who.gun_engagement_moves( obj ) ) );
206
207 for( const auto &e : locations ) {
208 const auto &vml = obj.type->gun->valid_mod_locations;
209 const auto iter = vml.find( e );
210 r.push_back( std::to_string( iter != vml.end() ? iter->second : 0 ) );
211 }
212 rows.push_back( r );
213 };
214 for( const itype *e : item_controller->all() ) {
215 if( e->gun ) {
216 item gun( e );
217 if( !gun.magazine_integral() ) {
218 gun.put_in( item( gun.magazine_default() ) );
219 }
220 gun.ammo_set( gun.ammo_default( false ), gun.ammo_capacity() );
221
222 dump( test_npcs[ "S1" ], gun );
223
224 if( gun.type->gun->barrel_length > 0_ml ) {
225 gun.put_in( item( "barrel_small" ) );
226 dump( test_npcs[ "S1" ], gun );
227 }
228 }
229 }
230
231 } else if( what == "RECIPE" ) {
232
233 // optionally filter recipes to include only those using specified skills
234 recipe_subset dict;
235 for( const auto &r : recipe_dict ) {
236 if( opts.empty() || std::any_of( opts.begin(), opts.end(), [&r]( const std::string & s ) {
237 if( r.second.skill_used == skill_id( s ) && r.second.difficulty > 0 ) {
238 return true;
239 }
240 const auto iter = r.second.required_skills.find( skill_id( s ) );
241 return iter != r.second.required_skills.end() && iter->second > 0;
242 } ) ) {
243 dict.include( &r.second );
244 }
245 }
246
247 // only consider skills that are required by at least one recipe
248 std::vector<Skill> sk;
249 std::copy_if( Skill::skills.begin(), Skill::skills.end(),
250 std::back_inserter( sk ), [&dict]( const Skill & s ) {
251 return std::any_of( dict.begin(), dict.end(), [&s]( const recipe * r ) {
252 return r->skill_used == s.ident() ||
253 r->required_skills.find( s.ident() ) != r->required_skills.end();
254 } );
255 } );
256
257 header = { "Result" };
258
259 for( const auto &e : sk ) {
260 header.push_back( e.ident().str() );
261 }
262
263 for( const recipe *e : dict ) {
264 std::vector<std::string> r;
265 r.push_back( e->result_name() );
266 for( const auto &s : sk ) {
267 if( e->skill_used == s.ident() ) {
268 r.push_back( std::to_string( e->difficulty ) );
269 } else {
270 auto iter = e->required_skills.find( s.ident() );
271 r.push_back( std::to_string( iter != e->required_skills.end() ? iter->second : 0 ) );
272 }
273 }
274 rows.push_back( r );
275 }
276
277 } else if( what == "VEHICLE" ) {
278 header = {
279 "Name", "Weight (empty)", "Weight (fueled)",
280 "Max velocity (mph)", "Safe velocity (mph)", "Acceleration (mph/turn)",
281 "Aerodynamics coeff", "Rolling coeff", "Static Drag", "Offroad %"
282 };
283 auto dump = [&rows]( const vproto_id & obj ) {
284 vehicle veh_empty( obj, 0, 0 );
285 vehicle veh_fueled( obj, 100, 0 );
286
287 std::vector<std::string> r;
288 r.push_back( veh_empty.name );
289 r.push_back( std::to_string( to_kilogram( veh_empty.total_mass() ) ) );
290 r.push_back( std::to_string( to_kilogram( veh_fueled.total_mass() ) ) );
291 r.push_back( std::to_string( veh_fueled.max_velocity() / 100 ) );
292 r.push_back( std::to_string( veh_fueled.safe_velocity() / 100 ) );
293 r.push_back( std::to_string( veh_fueled.acceleration() / 100 ) );
294 r.push_back( std::to_string( veh_fueled.coeff_air_drag() ) );
295 r.push_back( std::to_string( veh_fueled.coeff_rolling_drag() ) );
296 r.push_back( std::to_string( veh_fueled.static_drag( false ) ) );
297 r.push_back( std::to_string( static_cast<int>( 50 *
298 veh_fueled.k_traction( veh_fueled.wheel_area() ) ) ) );
299 rows.push_back( r );
300 };
301 for( auto &e : vehicle_prototype::get_all() ) {
302 dump( e );
303 }
304
305 } else if( what == "VPART" ) {
306 header = {
307 "Name", "Location", "Weight", "Size"
308 };
309 auto dump = [&rows]( const vpart_info & obj ) {
310 std::vector<std::string> r;
311 r.push_back( obj.name() );
312 r.push_back( obj.location );
313 int w = std::ceil( to_gram( item( obj.item ).weight() ) / 1000.0 );
314 r.push_back( std::to_string( w ) );
315 r.push_back( std::to_string( obj.size / units::legacy_volume_factor ) );
316 rows.push_back( r );
317 };
318 for( const auto &e : vpart_info::all() ) {
319 dump( e.second );
320 }
321
322 } else {
323 std::cerr << "unknown argument: " << what << std::endl;
324 return false;
325 }
326
327 rows.erase( std::remove_if( rows.begin(), rows.end(), []( const std::vector<std::string> &e ) {
328 return e.empty();
329 } ), rows.end() );
330
331 if( scol >= 0 ) {
332 std::sort( rows.begin(), rows.end(), [&scol]( const std::vector<std::string> &lhs,
333 const std::vector<std::string> &rhs ) {
334 return localized_compare( lhs[ scol ], rhs[ scol ] );
335 } );
336 }
337
338 rows.erase( std::unique( rows.begin(), rows.end() ), rows.end() );
339
340 switch( mode ) {
341 case dump_mode::TSV:
342 rows.insert( rows.begin(), header );
343 for( const auto &r : rows ) {
344 // NOLINTNEXTLINE(cata-text-style): using tab to align the output
345 std::copy( r.begin(), r.end() - 1, std::ostream_iterator<std::string>( std::cout, "\t" ) );
346 std::cout << r.back() << "\n";
347 }
348 break;
349
350 case dump_mode::HTML:
351 std::cout << "<table>";
352
353 std::cout << "<thead>";
354 std::cout << "<tr>";
355 for( const auto &col : header ) {
356 std::cout << "<th>" << col << "</th>";
357 }
358 std::cout << "</tr>";
359 std::cout << "</thead>";
360
361 std::cout << "<tdata>";
362 for( const auto &r : rows ) {
363 std::cout << "<tr>";
364 for( const auto &col : r ) {
365 std::cout << "<td>" << col << "</td>";
366 }
367 std::cout << "</tr>";
368 }
369 std::cout << "</tdata>";
370
371 std::cout << "</table>";
372 break;
373 }
374
375 return true;
376}
body_part get_body_part_token(const std::string &id)
Returns the matching body_part token from the corresponding body_part string.
Definition: bodypart.cpp:180
body_part
Definition: bodypart.h:39
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
Definition: skill.h:33
static std::vector< Skill > skills
Definition: skill.h:49
const skill_id & ident() const
Definition: skill.h:65
bool load_packs(const std::string &msg, const std::vector< mod_id > &packs, loading_ui &ui)
Load content packs.
Definition: game.cpp:2767
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4865
void put_in(const item &payload)
Puts the given item into this one, no checks are performed.
Definition: item.cpp:990
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:590
std::set< constrecipe * >::const_iterator begin() const
std::set< constrecipe * >::const_iterator end() const
void include(const recipe *r, int custom_difficulty=-1)
Include a recipe to the subset.
Definition: recipe.h:35
An NPC with standard stats.
Definition: npc.h:1394
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
static const std::map< vpart_id, vpart_info > & all()
Definition: veh_type.cpp:694
static const std::string flag_VARSIZE("VARSIZE")
std::unique_ptr< Item_factory > item_controller
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1641
mod_id get_default_core_content_pack()
Get id of default core content pack.
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
constexpr value_type to_gram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:67
constexpr value_type to_kilogram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:73
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:680
recipe_dictionary recipe_dict
float total_damage() const
Definition: damage.cpp:75
std::vector< damage_unit >::iterator begin()
Definition: damage.cpp:120
bool empty() const
Definition: damage.cpp:88
Default (or randomized) charges except if counted by charges then only one charge.
Definition: item.h:197
Definition: itype.h:836
static std::vector< vproto_id > get_all()
Definition: veh_type.cpp:1157

References _, vitamin::all(), item::ammo_capacity(), item::ammo_default(), item::ammo_set(), damage_instance::begin(), item::covers(), damage_instance::empty(), enumerate_as_string(), DynamicDataLoader::finalize_loaded_data(), flag_VARSIZE(), g, get_body_part_token(), mod_management::get_default_core_content_pack(), DynamicDataLoader::get_instance(), itype::gun, item::has_flag(), Skill::ident(), recipe_subset::include(), item_controller, itype_id, units::legacy_volume_factor, load_core_data(), load_packs(), anonymous_namespace{overmap_location.cpp}::locations, item::magazine_default(), item::magazine_integral(), none, num_bp, item::put_in(), recipe_dict, item::set_flag(), Skill::skills, units::to_gram(), to_string(), damage_instance::total_damage(), iexamine::transform(), calendar::turn, and item::type.

◆ events()

event_bus & game::events ( )

Definition at line 2877 of file game.cpp.

2878{
2879 return *event_bus_ptr;
2880}
pimpl< event_bus > event_bus_ptr
Definition: game.h:979

References event_bus_ptr.

Referenced by cleanup_at_end(), and game().

◆ exam_vehicle()

void game::exam_vehicle ( vehicle veh,
const point cp = point_zero 
)

open vehicle interaction screen

Definition at line 5110 of file game.cpp.

5111{
5112 if( veh.magic ) {
5113 add_msg( m_info, _( "This is your %s" ), veh.name );
5114 return;
5115 }
5116 auto act = veh_interact::run( veh, c );
5117 if( act ) {
5118 u.moves = 0;
5120 }
5121}
static player_activity run(vehicle &veh, const point &p)
bool magic
Definition: vehicle.h:1866
constexpr double c
Definition: magic.cpp:1032
activity_id act
Definition: sounds.cpp:75

References _, act, add_msg(), Character::assign_activity(), c, m_info, vehicle::magic, Creature::moves, vehicle::name, veh_interact::run(), and u.

◆ examine() [1/2]

void game::examine ( )
private

Definition at line 5501 of file game.cpp.

5502{
5503 // if we are driving a vehicle, examine the
5504 // current tile without asking.
5505 const optional_vpart_position vp = m.veh_at( u.pos() );
5506 if( vp && vp->vehicle().player_in_control( u ) ) {
5507 examine( u.pos() );
5508 return;
5509 }
5510
5511 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Examine where?" ),
5512 _( "There is nothing that can be examined nearby." ),
5513 ACTION_EXAMINE, false );
5514 if( !examp_ ) {
5515 return;
5516 }
5517 u.manual_examine = true;
5518 examine( *examp_ );
5519 u.manual_examine = false;
5520}
cata::optional< tripoint > choose_adjacent_highlight(const std::string &message, const std::string &failure_message, const action_id action, bool allow_vertical)
Request player input of adjacent tile with highlighting, possibly on different z-level.
Definition: action.cpp:1042
@ ACTION_EXAMINE
Examine or pick up items from adjacent square.
Definition: action.h:105
void examine()
Definition: game.cpp:5501
bool manual_examine
Definition: player.h:605

References _, ACTION_EXAMINE, choose_adjacent_highlight(), examine(), m, player::manual_examine, Character::pos(), u, and map::veh_at().

Referenced by examine(), and handle_action().

◆ examine() [2/2]

void game::examine ( const tripoint p)
private

Definition at line 5589 of file game.cpp.

5590{
5591 if( disable_robot( examp ) ) {
5592 return;
5593 }
5594
5595 Creature *c = critter_at( examp );
5596 if( c != nullptr ) {
5597 monster *mon = dynamic_cast<monster *>( c );
5598 if( mon != nullptr ) {
5599 add_msg( _( "There is a %s." ), mon->get_name() );
5600 if( mon->has_effect( effect_pet ) && !u.is_mounted() ) {
5601 if( monexamine::pet_menu( *mon ) ) {
5602 return;
5603 }
5604 } else if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->has_effect( effect_pet ) ) {
5605 if( monexamine::mech_hack( *mon ) ) {
5606 return;
5607 }
5608 } else if( mon->has_flag( MF_PAY_BOT ) ) {
5609 if( monexamine::pay_bot( *mon ) ) {
5610 return;
5611 }
5612 } else if( mon->attitude_to( u ) == Creature::A_FRIENDLY && !u.is_mounted() ) {
5613 if( monexamine::mfriend_menu( *mon ) ) {
5614 return;
5615 }
5616 }
5617 } else if( u.is_mounted() ) {
5618 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5619 }
5620 npc *np = dynamic_cast<npc *>( c );
5621 if( np != nullptr && !u.is_mounted() ) {
5622 if( npc_menu( *np ) ) {
5623 return;
5624 }
5625 } else if( np != nullptr && u.is_mounted() ) {
5626 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5627 }
5628 }
5629
5630 const optional_vpart_position vp = m.veh_at( examp );
5631 if( vp && u.is_mounted() ) {
5632 if( !u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) ) {
5633 add_msg( m_warning, _( "You cannot interact with a vehicle while mounted." ) );
5634 } else {
5635 vp->vehicle().interact_with( examp, vp->part_index() );
5636 return;
5637 }
5638 } else if( vp && !u.is_mounted() ) {
5639 vp->vehicle().interact_with( examp, vp->part_index() );
5640 return;
5641 }
5642
5643 if( m.has_flag( "CONSOLE", examp ) && !u.is_mounted() ) {
5644 use_computer( examp );
5645 return;
5646 } else if( m.has_flag( "CONSOLE", examp ) && u.is_mounted() ) {
5647 add_msg( m_warning, _( "You cannot use a console while mounted." ) );
5648 }
5649 const furn_t &xfurn_t = m.furn( examp ).obj();
5650 const ter_t &xter_t = m.ter( examp ).obj();
5651
5652 const tripoint player_pos = u.pos();
5653
5654 if( m.has_furn( examp ) && !u.is_mounted() ) {
5655 xfurn_t.examine( u, examp );
5656 } else if( m.has_furn( examp ) && u.is_mounted() ) {
5657 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5658 } else {
5659 if( !u.is_mounted() ) {
5660 xter_t.examine( u, examp );
5661 } else if( u.is_mounted() && xter_t.examine == &iexamine::none ) {
5662 xter_t.examine( u, examp );
5663 } else {
5664 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5665 }
5666 }
5667
5668 // Did the player get moved? Bail out if so; our examp probably
5669 // isn't valid anymore.
5670 if( player_pos != u.pos() ) {
5671 return;
5672 }
5673
5674 bool none = true;
5675 if( xter_t.examine != &iexamine::none || xfurn_t.examine != &iexamine::none ) {
5676 none = false;
5677 }
5678
5679 if( !m.tr_at( examp ).is_null() && !u.is_mounted() ) {
5680 iexamine::trap( u, examp );
5681 } else if( !m.tr_at( examp ).is_null() && u.is_mounted() ) {
5682 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5683 }
5684
5685 // In case of teleport trap or somesuch
5686 if( player_pos != u.pos() ) {
5687 return;
5688 }
5689
5690 // Feedback for fire lasting time, this can be judged while mounted
5691 const std::string fire_fuel = get_fire_fuel_string( examp );
5692 if( !fire_fuel.empty() ) {
5693 add_msg( fire_fuel );
5694 }
5695
5696 if( m.has_flag( "SEALED", examp ) ) {
5697 if( none ) {
5698 if( m.has_flag( "UNSTABLE", examp ) ) {
5699 add_msg( _( "The %s is too unstable to remove anything." ), m.name( examp ) );
5700 } else {
5701 add_msg( _( "The %s is firmly sealed." ), m.name( examp ) );
5702 }
5703 }
5704 } else {
5705 //examp has no traps, is a container and doesn't have a special examination function
5706 if( m.tr_at( examp ).is_null() && m.i_at( examp ).empty() &&
5707 m.has_flag( "CONTAINER", examp ) && none ) {
5708 add_msg( _( "It is empty." ) );
5709 } else if( ( m.has_flag( TFLAG_FIRE_CONTAINER, examp ) &&
5710 xfurn_t.examine == &iexamine::fireplace ) ||
5711 xfurn_t.examine == &iexamine::workbench ) {
5712 return;
5713 } else {
5715 if( !u.is_mounted() ) {
5716 pickup::pick_up( examp, 0 );
5717 }
5718 }
5719 }
5720}
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1556
@ A_FRIENDLY
Definition: creature.h:171
void use_computer(const tripoint &p)
Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.
Definition: game.cpp:4640
bool disable_robot(const tripoint &p)
If there is a robot (that can be disabled), query the player and try to disable it.
Definition: game.cpp:8739
bool npc_menu(npc &who)
Returns true if the menu handled stuff and player shouldn't do anything else.
Definition: game.cpp:5392
bool empty() const
Definition: item_stack.cpp:15
bool has_furn(const tripoint &p) const
Definition: map.cpp:1343
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5125
ter_id ter(const tripoint &p) const
Definition: map.cpp:1498
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: monster.cpp:1040
std::string get_name() const override
Definition: monster.cpp:488
static std::string get_fire_fuel_string(const tripoint &examp)
Definition: game.cpp:5522
@ TFLAG_FIRE_CONTAINER
Definition: mapdata.h:293
void fireplace(player &p, const tripoint &examp)
Definition: iexamine.cpp:2893
void workbench(player &p, const tripoint &examp)
Definition: iexamine.cpp:6080
void none(player &p, const tripoint &examp)
Nothing player can interact with here.
Definition: iexamine.cpp:247
void trap(player &p, const tripoint &examp)
Definition: iexamine.cpp:3792
bool pet_menu(monster &z)
Definition: monexamine.cpp:67
bool mech_hack(monster &z)
Definition: monexamine.cpp:425
bool mfriend_menu(monster &z)
Definition: monexamine.cpp:497
bool pay_bot(monster &z)
Definition: monexamine.cpp:457
void pick_up(const tripoint &p, int min, from_where get_items_from=prompt)
Pick up items; 'g' or ',' or via examine()
Definition: pickup.cpp:571
iexamine_function examine
Definition: mapdata.h:398
Definition: mapdata.h:457
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245

References _, Creature::A_FRIENDLY, add_msg(), monster::attitude_to(), c, critter_at(), disable_robot(), effect_pet, item_stack::empty(), map_data_common_t::examine, iexamine::fireplace(), map::furn(), get_fire_fuel_string(), monster::get_name(), Creature::has_effect(), map::has_flag(), monster::has_flag(), map::has_furn(), map::i_at(), Character::is_mounted(), trap::is_null(), m, m_warning, monexamine::mech_hack(), MF_PAY_BOT, MF_RIDEABLE_MECH, monexamine::mfriend_menu(), Character::mounted_creature, map::name(), none, iexamine::none(), npc_menu(), int_id< T >::obj(), monexamine::pay_bot(), monexamine::pet_menu(), pickup::pick_up(), Character::pos(), sounds::process_sound_markers(), map::ter(), TFLAG_FIRE_CONTAINER, map::tr_at(), iexamine::trap(), u, use_computer(), map::veh_at(), and iexamine::workbench().

◆ extended_description()

void game::extended_description ( const tripoint p)

Long description of (visible) things at tile.

Definition at line 51 of file descriptions.cpp.

52{
54 const int top = 3;
55 int width = 0;
56 catacurses::window w_head;
57 catacurses::window w_main;
58 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
59 const int left = 0;
60 const int right = TERMX;
61 const int bottom = TERMY;
62 width = right - left;
63 const int height = bottom - top;
64 w_head = catacurses::newwin( top, TERMX, point_zero );
65 w_main = catacurses::newwin( height, width, point( left, top ) );
66 ui.position( point_zero, point( TERMX, TERMY ) );
67 } );
68 ui.mark_resize();
69
70 // Default to critter (if any), furniture (if any), then terrain.
72 if( seen_critter( *this, p ) != nullptr ) {
74 } else if( get_map().has_furn( p ) ) {
76 }
77
78 std::string action;
79 input_context ctxt( "EXTENDED_DESCRIPTION" );
80 ctxt.register_action( "CREATURE" );
81 ctxt.register_action( "FURNITURE" );
82 ctxt.register_action( "TERRAIN" );
83 ctxt.register_action( "CONFIRM" );
84 ctxt.register_action( "QUIT" );
85 ctxt.register_action( "HELP_KEYBINDINGS" );
86
87 ui.on_redraw( [&]( const ui_adaptor & ) {
88 werase( w_head );
90 _( "[%s] describe creatures, [%s] describe furniture, "
91 "[%s] describe terrain, [%s] close." ),
92 ctxt.get_desc( "CREATURE" ), ctxt.get_desc( "FURNITURE" ),
93 ctxt.get_desc( "TERRAIN" ), ctxt.get_desc( "QUIT" ) );
94
95 // Set up line drawings
96 for( int i = 0; i < TERMX; i++ ) {
97 mvwputch( w_head, point( i, top - 1 ), c_white, LINE_OXOX );
98 }
99
100 wnoutrefresh( w_head );
101
102 std::string desc;
103 // Allow looking at invisible tiles - player may want to examine hallucinations etc.
104 switch( cur_target ) {
106 const Creature *critter = seen_critter( *this, p );
107 if( critter != nullptr ) {
108 desc = critter->extended_description();
109 } else {
110 desc = _( "You do not see any creature here." );
111 }
112 }
113 break;
115 if( !u.sees( p ) || !m.has_furn( p ) ) {
116 desc = _( "You do not see any furniture here." );
117 } else {
118 const furn_id fid = m.furn( p );
119 if( display_mod_source ) {
120 const std::string mod_src = enumerate_as_string( fid->src.begin(),
121 fid->src.end(), []( const std::pair<furn_str_id, mod_id> &source ) {
122 return string_format( "'%s'", source.second->name() );
124 desc = string_format( _( "Origin: %s\n%s" ), mod_src, fid->extended_description() );
125 } else {
126 desc = fid.obj().extended_description();
127 }
128 }
129 break;
131 if( !u.sees( p ) ) {
132 desc = _( "You can't see the terrain here." );
133 } else {
134 const ter_id tid = m.ter( p );
135 if( display_mod_source ) {
136 const std::string mod_src = enumerate_as_string( tid->src.begin(),
137 tid->src.end(), []( const std::pair<ter_str_id, mod_id> &source ) {
138 return string_format( "'%s'", source.second->name() );
140 desc = string_format( _( "Origin: %s\n%s" ), mod_src, tid->extended_description() );
141 } else {
142 desc = tid.obj().extended_description();
143 }
144 }
145 break;
146 }
147
148 std::string signage = m.get_signage( p );
149 if( !signage.empty() ) {
150 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
151 desc += u.has_trait( trait_ILLITERATE ) ? _( "\nSign: ???" ) : string_format( _( "\nSign: %s" ),
152 signage );
153 }
154
155 werase( w_main );
156 fold_and_print_from( w_main, point_zero, width, 0, c_light_gray, desc );
157 wnoutrefresh( w_main );
158 } );
159
160 do {
162 action = ctxt.handle_input();
163 if( action == "CREATURE" ) {
164 cur_target = description_target::creature;
165 } else if( action == "FURNITURE" ) {
167 } else if( action == "TERRAIN" ) {
168 cur_target = description_target::terrain;
169 }
170 } while( action != "CONFIRM" && action != "QUIT" );
171}
bool display_mod_source
Display mod source for items, furniture, terrain and monsters.
virtual std::string extended_description() const =0
friend map & get_map()
Definition: map.cpp:146
std::string get_signage(const tripoint &p) const
Definition: map.cpp:3989
static const trait_id trait_ILLITERATE("ILLITERATE")
static const Creature * seen_critter(const game &g, const tripoint &p)
description_target
int fold_and_print_from(const catacurses::window &w, const point &begin, int width, int begin_line, const nc_color &base_color, const std::string &text)
Like fold_and_print, but starts the output with the N-th line of the folded string.
Definition: output.cpp:311
std::vector< std::pair< furn_str_id, mod_id > > src
Definition: mapdata.h:494
std::string extended_description() const
std::vector< std::pair< ter_str_id, mod_id > > src
Definition: mapdata.h:459

References _, action, arrow, c_light_gray, c_white, creature, display_mod_source, enumerate_as_string(), map_data_common_t::extended_description(), Creature::extended_description(), fold_and_print_from(), map::furn(), furniture, input_context::get_desc(), get_map, map::get_signage(), input_context::handle_input(), map::has_furn(), Character::has_trait(), left, LINE_OXOX, m, mvwprintz(), mvwputch(), catacurses::newwin(), int_id< T >::obj(), point_zero, ui_manager::redraw(), input_context::register_action(), right, seen_critter(), Character::sees(), ter_t::src, furn_t::src, string_format(), map::ter(), TERMX, TERMY, terrain, trait_ILLITERATE, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by look_around().

◆ find_nearby_items()

std::vector< map_item_stack > game::find_nearby_items ( int  iRadius)
private

Definition at line 7039 of file game.cpp.

7040{
7041 std::map<std::string, map_item_stack> temp_items;
7042 std::vector<map_item_stack> ret;
7043 std::vector<std::string> item_order;
7044
7045 if( u.is_blind() ) {
7046 return ret;
7047 }
7048
7049 int range = fov_3d ? ( fov_3d_z_range * 2 ) + 1 : 1;
7050 int center_z = u.pos().z;
7051
7052 for( int i = 1; i <= range; i++ ) {
7053 int z = i % 2 ? center_z - i / 2 : center_z + i / 2;
7054 for( auto &points_p_it : closest_points_first( {u.pos().xy(), z}, iRadius ) ) {
7055 if( points_p_it.y >= u.posy() - iRadius && points_p_it.y <= u.posy() + iRadius &&
7056 u.sees( points_p_it ) &&
7057 m.sees_some_items( points_p_it, u ) ) {
7058
7059 for( auto &elem : m.i_at( points_p_it ) ) {
7060 const std::string name = elem.tname();
7061 const tripoint relative_pos = points_p_it - u.pos();
7062
7063 if( std::find( item_order.begin(), item_order.end(), name ) == item_order.end() ) {
7064 item_order.push_back( name );
7065 temp_items[name] = map_item_stack( &elem, relative_pos );
7066 } else {
7067 temp_items[name].add_at_pos( &elem, relative_pos );
7068 }
7069 }
7070 }
7071 }
7072 }
7073
7074 for( auto &elem : item_order ) {
7075 ret.push_back( temp_items[elem] );
7076 }
7077
7078 return ret;
7079}
int fov_3d_z_range
3D FoV range, in Z levels, in both directions.
bool fov_3d
3D FoV enabled/disabled.
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6342
std::vector< coords::coord_point< Point, Origin, Scale > > closest_points_first(const coords::coord_point< Point, Origin, Scale > &loc, int min_dist, int max_dist)
Definition: coordinates.h:596

References closest_points_first(), detail::find(), fov_3d, fov_3d_z_range, map::i_at(), Character::is_blind(), m, om_direction::name(), Character::pos(), Character::posy(), cata::hash64_detail::ret, Character::sees(), map::sees_some_items(), u, and tripoint::z.

Referenced by list_items_monsters().

◆ find_npc()

npc * game::find_npc ( character_id  id)

Find the npc with the given ID.

Returns NULL if the npc could not be found. Searches all loaded overmaps.

Definition at line 1979 of file game.cpp.

1980{
1981 return overmap_buffer.find_npc( id ).get();
1982}

References overmapbuffer::find_npc(), and overmap_buffer.

Referenced by critter_by_id().

◆ find_or_make_stairs()

cata::optional< tripoint > game::find_or_make_stairs ( map mp,
int  z_after,
bool &  rope_ladder,
bool  peeking 
)

Returns the other end of the stairs (if any).

May query, affect u etc.

Definition at line 10528 of file game.cpp.

10530{
10531 const int omtilesz = SEEX * 2;
10532 real_coords rc( m.getabs( point( u.posx(), u.posy() ) ) );
10533 tripoint omtile_align_start( m.getlocal( rc.begin_om_pos() ), z_after );
10534 tripoint omtile_align_end( omtile_align_start + point( -1 + omtilesz, -1 + omtilesz ) );
10535
10536 // Try to find the stairs.
10538 int best = INT_MAX;
10539 const int movez = z_after - get_levz();
10540 const bool going_down_1 = movez == -1;
10541 const bool going_up_1 = movez == 1;
10542 // If there are stairs on the same x and y as we currently are, use those
10543 if( going_down_1 && mp.has_flag( TFLAG_GOES_UP, u.pos() + tripoint_below ) ) {
10544 stairs.emplace( u.pos() + tripoint_below );
10545 }
10546 if( going_up_1 && mp.has_flag( TFLAG_GOES_DOWN, u.pos() + tripoint_above ) ) {
10547 stairs.emplace( u.pos() + tripoint_above );
10548 }
10549 // We did not find stairs directly above or below, so search the map for them
10550 if( !stairs.has_value() ) {
10551 for( const tripoint &dest : m.points_in_rectangle( omtile_align_start, omtile_align_end ) ) {
10552 if( rl_dist( u.pos(), dest ) <= best &&
10553 ( ( going_down_1 && mp.has_flag( TFLAG_GOES_UP, dest ) ) ||
10554 ( going_up_1 && ( mp.has_flag( TFLAG_GOES_DOWN, dest ) ||
10555 mp.ter( dest ) == t_manhole_cover ) ) ||
10556 ( ( movez == 2 || movez == -2 ) && mp.ter( dest ) == t_elevator ) ) ) {
10557 stairs.emplace( dest );
10558 best = rl_dist( u.pos(), dest );
10559 }
10560 }
10561 }
10562
10563 if( stairs.has_value() ) {
10564 if( Creature *blocking_creature = critter_at( stairs.value() ) ) {
10565 npc *guy = dynamic_cast<npc *>( blocking_creature );
10566 monster *mon = dynamic_cast<monster *>( blocking_creature );
10567 bool would_move = ( guy && !guy->is_enemy() ) || ( mon && mon->friendly == -1 );
10568 bool can_displace = find_empty_spot_nearby( *stairs ).has_value();
10569 std::string cr_name = blocking_creature->get_name();
10570 std::string msg;
10571 if( guy ) {
10572 //~ %s is the name of hostile NPC
10573 msg = string_format( _( "%s is in the way!" ), cr_name );
10574 } else {
10575 //~ %s is some monster
10576 msg = string_format( _( "There's a %s in the way!" ), cr_name );
10577 }
10578
10579 if( ( peeking && !would_move ) || !can_displace || ( !would_move && !query_yn(
10580 //~ %s is a warning about monster/hostile NPC in the way, e.g. "There's a zombie in the way!"
10581 _( "%s Attempt to push past? You may have to fight your way back up." ), msg ) ) ) {
10582 add_msg( msg );
10583 return cata::nullopt;
10584 }
10585 }
10586 return stairs;
10587 }
10588
10589 // No stairs found! Try to make some
10590 rope_ladder = false;
10591 stairs.emplace( u.pos() );
10592 stairs->z = z_after;
10593 // Check the destination area for lava.
10594 if( mp.ter( *stairs ) == t_lava ) {
10595 if( movez < 0 &&
10596 !query_yn(
10597 _( "There is a LOT of heat coming out of there, even the stairs have melted away. Jump down? You won't be able to get back up." ) ) ) {
10598 return cata::nullopt;
10599 } else if( movez > 0 &&
10600 !query_yn(
10601 _( "There is a LOT of heat coming out of there. Push through the half-molten rocks and ascend? You will not be able to get back down." ) ) ) {
10602 return cata::nullopt;
10603 }
10604
10605 return stairs;
10606 }
10607
10608 if( movez > 0 ) {
10609 if( !mp.has_flag( "GOES_DOWN", *stairs ) ) {
10610 if( !query_yn( _( "You may be unable to return back down these stairs. Continue up?" ) ) ) {
10611 return cata::nullopt;
10612 }
10613 }
10614 // Manhole covers need this to work
10615 // Maybe require manhole cover here and fail otherwise?
10616 return stairs;
10617 }
10618
10619 if( mp.impassable( *stairs ) ) {
10620 popup( _( "Halfway down, the way down becomes blocked off." ) );
10621 return cata::nullopt;
10622 }
10623
10624 if( u.has_trait( trait_id( "WEB_RAPPEL" ) ) ) {
10625 if( query_yn( _( "There is a sheer drop halfway down. Web-descend?" ) ) ) {
10626 rope_ladder = true;
10627 if( ( rng( 4, 8 ) ) < u.get_skill_level( skill_dodge ) ) {
10628 add_msg( _( "You attach a web and dive down headfirst, flipping upright and landing on your feet." ) );
10629 } else {
10630 add_msg( _( "You securely web up and work your way down, lowering yourself safely." ) );
10631 }
10632 } else {
10633 return cata::nullopt;
10634 }
10635 } else if( u.has_trait( trait_VINES2 ) || u.has_trait( trait_VINES3 ) ) {
10636 if( query_yn( _( "There is a sheer drop halfway down. Use your vines to descend?" ) ) ) {
10637 if( u.has_trait( trait_VINES2 ) ) {
10638 if( query_yn( _( "Detach a vine? It'll hurt, but you'll be able to climb back up…" ) ) ) {
10639 rope_ladder = true;
10640 add_msg( m_bad, _( "You descend on your vines, though leaving a part of you behind stings." ) );
10641 u.mod_pain( 5 );
10642 u.apply_damage( nullptr, bodypart_id( "torso" ), 5 );
10643 u.mod_stored_nutr( 10 );
10644 u.mod_thirst( 10 );
10645 } else {
10646 add_msg( _( "You gingerly descend using your vines." ) );
10647 }
10648 } else {
10649 add_msg( _( "You effortlessly lower yourself and leave a vine rooted for future use." ) );
10650 rope_ladder = true;
10651 u.mod_stored_nutr( 10 );
10652 u.mod_thirst( 10 );
10653 }
10654 } else {
10655 return cata::nullopt;
10656 }
10657 } else if( u.has_amount( itype_grapnel, 1 ) ) {
10658 if( query_yn( _( "There is a sheer drop halfway down. Climb your grappling hook down?" ) ) ) {
10659 rope_ladder = true;
10661 } else {
10662 return cata::nullopt;
10663 }
10664 } else if( u.has_amount( itype_rope_30, 1 ) ) {
10665 if( query_yn( _( "There is a sheer drop halfway down. Climb your rope down?" ) ) ) {
10666 rope_ladder = true;
10668 } else {
10669 return cata::nullopt;
10670 }
10671 } else if( !query_yn( _( "There is a sheer drop halfway down. Jump?" ) ) ) {
10672 return cata::nullopt;
10673 }
10674
10675 return stairs;
10676}
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8407
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9631
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4414
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4304
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3356
T & emplace(Args &&... args)
Definition: optional.h:146
constexpr bool has_value() const noexcept
Definition: optional.h:123
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8266
bool impassable(const tripoint &p) const
Definition: map.cpp:1795
tripoint_range< tripoint > points_in_rectangle(const tripoint &from, const tripoint &to) const
Definition: map.cpp:8595
bool is_enemy() const
Definition: npc.cpp:2043
void mod_pain(int npain) override
Modifies a pain value by player traits before passing it to Creature::mod_pain()
Definition: player.cpp:945
static const trait_id trait_VINES2("VINES2")
static const skill_id skill_dodge("dodge")
static cata::optional< tripoint > find_empty_spot_nearby(const tripoint &pos)
Definition: game.cpp:10064
static const itype_id itype_rope_30("rope_30")
static const itype_id itype_grapnel("grapnel")
static const trait_id trait_VINES3("VINES3")
ter_id t_manhole_cover
Definition: mapdata.cpp:720
ter_id t_lava
Definition: mapdata.cpp:695
ter_id t_elevator
Definition: mapdata.cpp:723
@ TFLAG_GOES_DOWN
Definition: mapdata.h:308
@ TFLAG_GOES_UP
Definition: mapdata.h:309
static constexpr nullopt_t nullopt
Definition: optional.h:22
static constexpr tripoint tripoint_below
Definition: point.h:295
static constexpr tripoint tripoint_above
Definition: point.h:294

References _, add_msg(), Character::apply_damage(), real_coords::begin_om_pos(), critter_at(), cata::optional< T >::emplace(), find_empty_spot_nearby(), monster::friendly, get_levz(), Character::get_skill_level(), map::getabs(), map::getlocal(), visitable< T >::has_amount(), map::has_flag(), Character::has_trait(), cata::optional< T >::has_value(), map::impassable(), npc::is_enemy(), itype_grapnel, itype_rope_30, m, m_bad, player::mod_pain(), Character::mod_stored_nutr(), Character::mod_thirst(), cata::nullopt, map::points_in_rectangle(), popup(), Character::pos(), Character::posx(), Character::posy(), query_yn(), rl_dist(), rng(), SEEX, skill_dodge, string_format(), t_elevator, t_lava, t_manhole_cover, map::ter(), TFLAG_GOES_DOWN, TFLAG_GOES_UP, trait_VINES2, trait_VINES3, tripoint_above, tripoint_below, u, Character::use_amount(), and cata::optional< T >::value().

Referenced by vertical_move().

◆ fling_creature()

void game::fling_creature ( Creature c,
const units::angle dir,
float  flvel,
bool  controlled = false,
bool  suppress_map_update = false 
)

Flings the input creature in the given direction.

Definition at line 9866 of file game.cpp.

9868{
9869 if( c == nullptr ) {
9870 debugmsg( "game::fling_creature invoked on null target" );
9871 return;
9872 }
9873
9874 if( c->is_dead_state() ) {
9875 // Flinging a corpse causes problems, don't enable without testing
9876 return;
9877 }
9878
9879 if( c->is_hallucination() ) {
9880 // Don't fling hallucinations
9881 return;
9882 }
9883
9884 bool thru = true;
9885 const bool is_u = ( c == &u );
9886 // Don't animate critters getting bashed if animations are off
9887 const bool animate = is_u || get_option<bool>( "ANIMATIONS" );
9888
9889 player *p = dynamic_cast<player *>( c );
9890
9891 tileray tdir( dir );
9892 int range = flvel / 10;
9893 tripoint pt = c->pos();
9894 tripoint prev_point = pt;
9895 bool force_next = false;
9896 tripoint next_forced;
9897 while( range > 0 ) {
9898 c->underwater = false;
9899 // TODO: Check whenever it is actually in the viewport
9900 // or maybe even just redraw the changed tiles
9901 bool seen = is_u || u.sees( *c ); // To avoid redrawing when not seen
9902 if( force_next ) {
9903 pt = next_forced;
9904 force_next = false;
9905 } else {
9906 tdir.advance();
9907 pt.x = c->posx() + tdir.dx();
9908 pt.y = c->posy() + tdir.dy();
9909 }
9910 float force = 0;
9911
9912 if( m.obstructed_by_vehicle_rotation( prev_point, pt ) ) {
9913 //We process the intervening tile on this iteration and then the current tile on the next
9914 next_forced = pt;
9915 force_next = true;
9916 if( one_in( 2 ) ) {
9917 pt.x = prev_point.x;
9918 } else {
9919 pt.y = prev_point.y;
9920 }
9921 }
9922
9923
9924 if( monster *const mon_ptr = critter_at<monster>( pt ) ) {
9925 monster &critter = *mon_ptr;
9926 // Approximate critter's "stopping power" with its max hp
9927 force = std::min<float>( 1.5f * critter.type->hp, flvel );
9928 const int damage = rng( force, force * 2.0f ) / 6;
9929 c->impact( damage, pt );
9930 // Multiply zed damage by 6 because no body parts
9931 const int zed_damage = std::max( 0,
9932 ( damage - critter.get_armor_bash( bodypart_id( "torso" ) ) ) * 6 );
9933 // TODO: Pass the "flinger" here - it's not the flung critter that deals damage
9934 critter.apply_damage( c, bodypart_id( "torso" ), zed_damage );
9935 critter.check_dead_state();
9936 if( !critter.is_dead() ) {
9937 thru = false;
9938 }
9939 } else if( m.impassable( pt ) ) {
9940 if( !m.veh_at( pt ).obstacle_at_part() ) {
9941 force = std::min<float>( m.bash_strength( pt ), flvel );
9942 } else {
9943 // No good way of limiting force here
9944 // Keep it 1 less than maximum to make the impact hurt
9945 // but to keep the target flying after it
9946 force = flvel - 1;
9947 }
9948 const int damage = rng( force, force * 2.0f ) / 9;
9949 c->impact( damage, pt );
9950 if( m.is_bashable( pt ) ) {
9951 // Only go through if we successfully make the tile passable
9952 m.bash( pt, flvel );
9953 thru = m.passable( pt );
9954 } else {
9955 thru = false;
9956 }
9957 }
9958
9959 // If the critter dies during flinging, moving it around causes debugmsgs
9960 if( c->is_dead_state() ) {
9961 return;
9962 }
9963
9964 flvel -= force;
9965 if( thru ) {
9966 if( p != nullptr ) {
9967 if( p->in_vehicle ) {
9968 m.unboard_vehicle( p->pos() );
9969 }
9970 // If we're flinging the player around, make sure the map stays centered on them.
9971 if( is_u && !suppress_map_update ) {
9972 update_map( pt.x, pt.y );
9973 } else {
9974 p->setpos( pt );
9975 }
9976 } else if( !critter_at( pt ) ) {
9977 // Dying monster doesn't always leave an empty tile (blob spawning etc.)
9978 // Just don't setpos if it happens - next iteration will do so
9979 // or the monster will stop a tile before the unpassable one
9980 c->setpos( pt );
9981 }
9982 } else {
9983 // Don't zero flvel - count this as slamming both the obstacle and the ground
9984 // although at lower velocity
9985 break;
9986 }
9987 //Vehicle wall tiles don't count for range
9988 if( !force_next ) {
9989 range--;
9990 }
9991 prev_point = pt;
9992 if( animate && ( seen || u.sees( *c ) ) ) {
9997 }
9998 }
9999
10000 // Fall down to the ground - always on the last reached tile
10001 if( !m.has_flag( "SWIMMABLE", c->pos() ) ) {
10002 const trap_id trap_under_creature = m.tr_at( c->pos() ).loadid;
10003 // Didn't smash into a wall or a floor so only take the fall damage
10004 if( thru && trap_under_creature == tr_ledge ) {
10005 m.creature_on_trap( *c, false );
10006 } else {
10007 // Fall on ground
10008 int force = rng( flvel, flvel * 2 ) / 9;
10009 if( controlled ) {
10010 force = std::max( force / 2 - 5, 0 );
10011 }
10012 if( force > 0 ) {
10013 int dmg = c->impact( force, c->pos() );
10014 // TODO: Make landing damage the floor
10015 m.bash( c->pos(), dmg / 4, false, false, false );
10016 }
10017 // Always apply traps to creature i.e. bear traps, tele traps etc.
10018 m.creature_on_trap( *c, false );
10019 }
10020 } else {
10021 c->underwater = true;
10022 if( is_u ) {
10023 if( controlled ) {
10024 add_msg( _( "You dive into water." ) );
10025 } else {
10026 add_msg( m_warning, _( "You fall into water." ) );
10027 }
10028 }
10029 }
10030}
void setpos(const tripoint &p) override
Definition: character.h:797
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1839
point update_map(player &p)
Definition: game.cpp:10755
void pump_events()
Resize & refresh if necessary, process all pending window events, and ignore keypresses.
int bash_strength(const tripoint &p, bool allow_floor=false) const
Returns max_str of the furniture or terrain at p.
Definition: map.cpp:2449
bool obstructed_by_vehicle_rotation(const tripoint &from, const tripoint &to) const
Checks if a rotated vehicle is blocking diagonal movement, tripoints must be adjacent.
Definition: map.cpp:6483
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3516
void unboard_vehicle(const vpart_reference &, Character *passenger, bool dead_passenger=false)
Definition: map.cpp:1081
bool is_bashable(const tripoint &p, bool allow_floor=false) const
Returns true if there is a bashable vehicle part or the furn/terrain is bashable at p.
Definition: map.cpp:2414
void creature_on_trap(Creature &critter, bool may_avoid=true)
Apply trap effects to the creature, similar to creature_in_field.
Definition: map.cpp:8472
bool passable(const tripoint &p) const
Definition: map.cpp:1800
int get_armor_bash(bodypart_id bp) const override
Definition: monster.cpp:1879
bool is_dead() const
Definition: monster.cpp:2777
void apply_damage(Creature *source, bodypart_id bp, int dam, bool bypass_med=false) override
Definition: monster.cpp:1660
cata::optional< vpart_reference > obstacle_at_part() const
Definition: vehicle.cpp:2493
static const trap_str_id tr_ledge("tr_ledge")
void redraw_invalidated()
Redraw all invalidated windows without invalidating the top window.
Definition: ui_manager.cpp:394
int hp
Definition: mtype.h:270
trap_id loadid
Definition: trap.h:88
int y
Definition: point.h:151
int x
Definition: point.h:150

References _, add_msg(), tileray::advance(), monster::apply_damage(), map::bash(), map::bash_strength(), c, Creature::check_dead_state(), map::creature_on_trap(), critter_at(), debugmsg, tileray::dx(), tileray::dy(), monster::get_armor_bash(), map::has_flag(), mtype::hp, map::impassable(), Character::in_vehicle, inp_mngr, invalidate_main_ui_adaptor(), map::is_bashable(), monster::is_dead(), trap::loadid, m, m_warning, optional_vpart_position::obstacle_at_part(), map::obstructed_by_vehicle_rotation(), one_in(), map::passable(), Character::pos(), input_manager::pump_events(), ui_manager::redraw_invalidated(), refresh_display(), rng(), Character::sees(), Character::setpos(), map::tr_at(), tr_ledge, monster::type, u, map::unboard_vehicle(), update_map(), map::veh_at(), tripoint::x, and tripoint::y.

Referenced by moving_vehicle_dismount().

◆ forced_door_closing()

bool game::forced_door_closing ( const tripoint p,
const ter_id door_type,
int  bash_dmg 
)

Definition at line 5123 of file game.cpp.

5124{
5125 const auto valid_location = [&]( const tripoint & p ) {
5126 return g->is_empty( p );
5127 };
5128 const auto get_random_point = [&]() -> tripoint {
5129 if( auto pos = random_point( m.points_in_radius( p, 2 ), valid_location ) )
5130 {
5131 return p * 2 - ( *pos );
5132 } else
5133 {
5134 return p;
5135 }
5136 };
5137
5138 const std::string &door_name = door_type.obj().name();
5139 const tripoint kbp = get_random_point();
5140
5141 // can't pushback any creatures/items anywhere, that means the door can't close.
5142 const bool cannot_push = kbp == p;
5143 const bool can_see = u.sees( p );
5144
5145 player *npc_or_player = critter_at<player>( p, false );
5146 if( npc_or_player != nullptr ) {
5147 if( bash_dmg <= 0 ) {
5148 return false;
5149 }
5150 if( npc_or_player->is_npc() && can_see ) {
5151 add_msg( _( "The %1$s hits the %2$s." ), door_name, npc_or_player->name );
5152 } else if( npc_or_player->is_player() ) {
5153 add_msg( m_bad, _( "The %s hits you." ), door_name );
5154 }
5155 if( npc_or_player->activity ) {
5156 npc_or_player->cancel_activity();
5157 }
5158 // TODO: make the npc angry?
5159 npc_or_player->hitall( bash_dmg, 0, nullptr );
5160 if( cannot_push ) {
5161 return false;
5162 }
5163 // TODO implement who was closing the door and replace nullptr
5164 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1, nullptr );
5165 // TODO: perhaps damage/destroy the gate
5166 // if the npc was really big?
5167 }
5168 if( monster *const mon_ptr = critter_at<monster>( p ) ) {
5169 monster &critter = *mon_ptr;
5170 if( bash_dmg <= 0 ) {
5171 return false;
5172 }
5173 if( can_see ) {
5174 add_msg( _( "The %1$s hits the %2$s." ), door_name, critter.name() );
5175 }
5176 if( critter.type->size <= MS_SMALL ) {
5177 critter.die_in_explosion( nullptr );
5178 } else {
5179 critter.apply_damage( nullptr, bodypart_id( "torso" ), bash_dmg );
5180 critter.check_dead_state();
5181 }
5182 if( !critter.is_dead() && critter.type->size >= MS_HUGE ) {
5183 // big critters simply prevent the gate from closing
5184 // TODO: perhaps damage/destroy the gate
5185 // if the critter was really big?
5186 return false;
5187 }
5188 if( !critter.is_dead() ) {
5189 // Still alive? Move the critter away so the door can close
5190 if( cannot_push ) {
5191 return false;
5192 }
5193 // TODO implement who was closing the door and replace nullptr
5194 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1, nullptr );
5195 if( critter_at( p ) ) {
5196 return false;
5197 }
5198 }
5199 }
5200 if( const optional_vpart_position vp = m.veh_at( p ) ) {
5201 if( bash_dmg <= 0 ) {
5202 return false;
5203 }
5204 vp->vehicle().damage( vp->part_index(), bash_dmg );
5205 if( m.veh_at( p ) ) {
5206 // Check again in case all parts at the door tile
5207 // have been destroyed, if there is still a vehicle
5208 // there, the door can not be closed
5209 return false;
5210 }
5211 }
5212 if( bash_dmg < 0 && !m.i_at( p ).empty() ) {
5213 return false;
5214 }
5215 if( bash_dmg == 0 ) {
5216 for( auto &elem : m.i_at( p ) ) {
5217 if( elem.made_of( LIQUID ) ) {
5218 // Liquids are OK, will be destroyed later
5219 continue;
5220 } else if( elem.volume() < 250_ml ) {
5221 // Dito for small items, will be moved away
5222 continue;
5223 }
5224 // Everything else prevents the door from closing
5225 return false;
5226 }
5227 }
5228
5229 m.ter_set( p, door_type );
5230 if( m.has_flag( "NOITEM", p ) ) {
5231 map_stack items = m.i_at( p );
5232 for( map_stack::iterator it = items.begin(); it != items.end(); ) {
5233 if( it->made_of( LIQUID ) ) {
5234 it = items.erase( it );
5235 continue;
5236 }
5237 if( it->made_of( material_id( "glass" ) ) && one_in( 2 ) ) {
5238 if( can_see ) {
5239 add_msg( m_warning, _( "A %s shatters!" ), it->tname() );
5240 } else {
5241 add_msg( m_warning, _( "Something shatters!" ) );
5242 }
5243 it = items.erase( it );
5244 continue;
5245 }
5246 if( cannot_push ) {
5247 return false;
5248 }
5249 m.add_item_or_charges( kbp, *it );
5250 it = items.erase( it );
5251 }
5252 }
5253 return true;
5254}
int hitall(int dam, int vary, Creature *source)
Harms all body parts for dam, with armor reduction.
Definition: character.cpp:8684
void knockback(const tripoint &s, const tripoint &t, int force, int stun, int dam_mult, Creature *source)
Definition: game.cpp:4400
iterator erase(const_iterator it) override
Definition: map.cpp:152
bool ter_set(const tripoint &p, const ter_id &new_terrain)
Definition: map.cpp:1639
void die_in_explosion(Creature *source)
Definition: monster.cpp:1674
bool is_npc() const override
Definition: player.h:123
bool is_player() const override
Definition: player.h:106
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ LIQUID
Definition: enums.h:175
cata::optional< tripoint > random_point(const map &m, const std::function< bool(const tripoint &)> &predicate)
Same as other random_point with a range enclosing all valid points of the map.
std::string name() const
Definition: mapdata.cpp:511
m_size size
Definition: mtype.h:262

References _, Character::activity, map::add_item_or_charges(), add_msg(), monster::apply_damage(), item_stack::begin(), Character::cancel_activity(), Creature::check_dead_state(), critter_at(), monster::die_in_explosion(), item_stack::empty(), item_stack::end(), map_stack::erase(), g, map::has_flag(), Character::hitall(), map::i_at(), monster::is_dead(), player::is_npc(), player::is_player(), knockback(), LIQUID, m, m_bad, m_warning, MS_HUGE, MS_SMALL, Character::name, map_data_common_t::name(), monster::name(), int_id< T >::obj(), one_in(), map::points_in_radius(), random_point(), Character::sees(), mtype::size, map::ter_set(), monster::type, u, and map::veh_at().

◆ gametype()

special_game_id game::gametype ( ) const

Definition at line 644 of file game.cpp.

645{
646 return gamemode ? gamemode->id() : SGAME_NULL;
647}
@ SGAME_NULL
Definition: enums.h:93

References gamemode, and SGAME_NULL.

◆ get_creature_if()

Creature * game::get_creature_if ( const std::function< bool(const Creature &)> &  pred)

Returns a creature matching a predicate.

Only living (not dead) creatures are checked. Returns nullptr if no creature matches the predicate. There is no guarantee which creature is returned when several creatures match.

Definition at line 12102 of file game.cpp.

12103{
12104 for( Creature &critter : all_creatures() ) {
12105 if( pred( critter ) ) {
12106 return &critter;
12107 }
12108 }
12109 return nullptr;
12110}

References all_creatures().

◆ get_creatures_if()

std::vector< Creature * > game::get_creatures_if ( const std::function< bool(const Creature &)> &  pred)

Returns all creatures matching a predicate.

Only living ( not dead ) creatures are checked ( and returned ). Returned pointers are never null.

Definition at line 12012 of file game.cpp.

12014{
12015 std::vector<Creature *> result;
12016 for( Creature &critter : all_creatures() ) {
12017 if( pred( critter ) ) {
12018 result.push_back( &critter );
12019 }
12020 }
12021 return result;
12022}

References all_creatures().

◆ get_cur_om()

overmap & game::get_cur_om ( ) const

The overmap which contains the center submap of the reality bubble.

Definition at line 11992 of file game.cpp.

11993{
11994 // The player is located in the middle submap of the map.
11996 const tripoint pos_om = sm_to_om_copy( sm );
11997 // TODO: fix point types
11998 return overmap_buffer.get( point_abs_om( pos_om.xy() ) );
11999}
tripoint get_abs_sub() const
return abs_sub
Definition: map.cpp:8276
overmap & get(const point_abs_om &)
Uses overmap coordinates, that means x and y are directly compared with the position of the overmap.
point sm_to_om_copy(const point &p)
coords::coord_point< point, coords::origin::abs, coords::om > point_abs_om
Definition: coordinates.h:483
static constexpr int HALF_MAPSIZE
constexpr scale sm
Definition: coordinates.h:31

References overmapbuffer::get(), map::get_abs_sub(), HALF_MAPSIZE, m, overmap_buffer, coords::sm, sm_to_om_copy(), and tripoint::xy().

Referenced by start_game().

◆ get_dangerous_tile()

std::vector< std::string > game::get_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8823 of file game.cpp.

8824{
8825 std::vector<std::string> harmful_stuff;
8826 const auto fields_here = m.field_at( u.pos() );
8827 for( const auto &e : m.field_at( dest_loc ) ) {
8828 // warn before moving into a dangerous field except when already standing within a similar field
8829 if( u.is_dangerous_field( e.second ) && fields_here.find_field( e.first ) == nullptr ) {
8830 harmful_stuff.push_back( e.second.name() );
8831 }
8832 }
8833
8834 if( !u.is_blind() ) {
8835 const trap &tr = m.tr_at( dest_loc );
8836 const bool boardable = static_cast<bool>( m.veh_at( dest_loc ).part_with_feature( "BOARDABLE",
8837 true ) );
8838 // HACK: Hack for now, later ledge should stop being a trap
8839 // Note: in non-z-level mode, ledges obey different rules and so should be handled as regular traps
8840 if( tr.loadid == tr_ledge && m.has_zlevels() ) {
8841 if( !boardable ) {
8842 harmful_stuff.emplace_back( tr.name() );
8843 }
8844 } else if( tr.can_see( dest_loc, u ) && !tr.is_benign() && !boardable ) {
8845 harmful_stuff.emplace_back( tr.name() );
8846 }
8847
8848 static const std::set< body_part > sharp_bps = {
8851 };
8852
8853 const auto sharp_bp_check = [this]( body_part bp ) {
8854 return u.immune_to( bp, { DT_CUT, 10 } );
8855 };
8856
8857 if( m.has_flag( "ROUGH", dest_loc ) && !m.has_flag( "ROUGH", u.pos() ) && !boardable &&
8858 ( u.get_armor_bash( bodypart_id( "foot_l" ) ) < 5 ||
8859 u.get_armor_bash( bodypart_id( "foot_r" ) ) < 5 ) ) {
8860 harmful_stuff.emplace_back( m.name( dest_loc ) );
8861 } else if( m.has_flag( "SHARP", dest_loc ) && !m.has_flag( "SHARP", u.pos() ) && !( u.in_vehicle ||
8862 m.veh_at( dest_loc ) ) &&
8863 u.dex_cur < 78 && !std::all_of( sharp_bps.begin(), sharp_bps.end(), sharp_bp_check ) ) {
8864 harmful_stuff.emplace_back( m.name( dest_loc ) );
8865 }
8866
8867 }
8868
8869 return harmful_stuff;
8870}
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
int dex_cur
Definition: character.h:248
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6971
bool is_dangerous_field(const field_entry &entry) const
Returns true if the given field entry is dangerous to us.
Definition: creature.cpp:196
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5287
bool has_zlevels() const
Definition: map.h:1680
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2481
bool immune_to(body_part bp, damage_unit dam) const
Check if a given body part is immune to a given damage type.
Definition: player.cpp:928
@ DT_CUT
Definition: damage.h:25
Definition: trap.h:86
std::string name() const
Definition: trap.cpp:177
bool can_see(const tripoint &pos, const Character &p) const
Can player/npc p see this kind of trap, either by their memory (they known there is the trap) or by t...
Definition: trap.cpp:223
bool is_benign() const
If true, this is not really a trap and there won't be any safety queries before stepping onto it (e....
Definition: trap.h:159

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, trap::can_see(), Character::dex_cur, DT_CUT, map::field_at(), Character::get_armor_bash(), map::has_flag(), map::has_zlevels(), player::immune_to(), Character::in_vehicle, trap::is_benign(), Character::is_blind(), Creature::is_dangerous_field(), trap::loadid, m, trap::name(), map::name(), optional_vpart_position::part_with_feature(), Character::pos(), map::tr_at(), tr_ledge, u, and map::veh_at().

Referenced by is_dangerous_tile(), prompt_dangerous_tile(), and walk_move().

◆ get_fishable_locations()

std::unordered_set< tripoint > game::get_fishable_locations ( int  distance,
const tripoint fish_pos 
)

Get the contiguous fishable locations starting at fish_pos, out to the specificed distance.

Parameters
distanceDistance around the fish_pos to examine for contiguous fishable locations.
fish_posThe location being fished.
Returns
A set of locations representing the valid contiguous fishable locations.

Definition at line 3759 of file game.cpp.

3760{
3761 // We're going to get the contiguous fishable terrain starting at
3762 // the provided fishing location (e.g. where a line was cast or a fish
3763 // trap was set), and then check whether or not fishable monsters are
3764 // actually in those locations. This will help us ensure that we're
3765 // getting our fish from the location that we're ACTUALLY fishing,
3766 // rather than just somewhere in the vicinity.
3767
3768 std::unordered_set<tripoint> visited;
3769
3770 const tripoint fishing_boundary_min( fish_pos + point( -distance, -distance ) );
3771 const tripoint fishing_boundary_max( fish_pos + point( distance, distance ) );
3772
3773 const inclusive_cuboid<tripoint> fishing_boundaries(
3774 fishing_boundary_min, fishing_boundary_max );
3775
3776 const auto get_fishable_terrain = [&]( tripoint starting_point,
3777 std::unordered_set<tripoint> &fishable_terrain ) {
3778 std::queue<tripoint> to_check;
3779 to_check.push( starting_point );
3780 while( !to_check.empty() ) {
3781 const tripoint current_point = to_check.front();
3782 to_check.pop();
3783
3784 // We've been here before, so bail.
3785 if( visited.find( current_point ) != visited.end() ) {
3786 continue;
3787 }
3788
3789 // This point is out of bounds, so bail.
3790 if( !fishing_boundaries.contains( current_point ) ) {
3791 continue;
3792 }
3793
3794 // Mark this point as visited.
3795 visited.emplace( current_point );
3796
3797 if( m.has_flag( "FISHABLE", current_point ) ) {
3798 fishable_terrain.emplace( current_point );
3799 to_check.push( current_point + point_south );
3800 to_check.push( current_point + point_north );
3801 to_check.push( current_point + point_east );
3802 to_check.push( current_point + point_west );
3803 }
3804 }
3805 return;
3806 };
3807
3808 // Starting at the provided location, get our fishable terrain
3809 // and populate a set with those locations which we'll then use
3810 // to determine if any fishable monsters are in those locations.
3811 std::unordered_set<tripoint> fishable_points;
3812 get_fishable_terrain( fish_pos, fishable_points );
3813
3814 return fishable_points;
3815}
static constexpr point point_west
Definition: point.h:282
static constexpr point point_south
Definition: point.h:280
static constexpr point point_north
Definition: point.h:276
static constexpr point point_east
Definition: point.h:278

References inclusive_cuboid< Tripoint, >::contains(), map::has_flag(), m, point_east, point_north, point_south, and point_west.

◆ get_fishable_monsters()

std::vector< monster * > game::get_fishable_monsters ( std::unordered_set< tripoint > &  fishable_locations)

Get the fishable monsters within the provided fishable locations.

Parameters
fishable_locationsA set of locations which are valid fishable terrain. Any fishable monsters are filtered by this collection to determine those which can actually be caught.
Returns
Fishable monsters within the specified fishable terrain.

Definition at line 3817 of file game.cpp.

3819{
3820 std::vector<monster *> unique_fish;
3821 for( monster &critter : all_monsters() ) {
3822 // If it is fishable...
3823 if( critter.has_flag( MF_FISHABLE ) ) {
3824 const tripoint critter_pos = critter.pos();
3825 // ...and it is in a fishable location.
3826 if( fishable_locations.find( critter_pos ) != fishable_locations.end() ) {
3827 unique_fish.push_back( &critter );
3828 }
3829 }
3830 }
3831
3832 return unique_fish;
3833}
@ MF_FISHABLE
Definition: mtype.h:142

References all_monsters(), and MF_FISHABLE.

◆ get_follower_list()

std::set< character_id > game::get_follower_list ( )

Get set of followers.

Definition at line 2076 of file game.cpp.

2077{
2078 return follower_ids;
2079}

References follower_ids.

◆ get_kill_tracker()

const kill_tracker & game::get_kill_tracker ( ) const

Definition at line 985 of file game.cpp.

986{
987 return *kill_tracker_ptr;
988}

References kill_tracker_ptr.

Referenced by cleanup_at_end(), death_screen(), handle_action(), and win().

◆ get_levx()

int game::get_levx ( ) const

The top left corner of the reality bubble (in submaps coordinates).

This is the same as map::abs_sub of the m map.

Definition at line 11977 of file game.cpp.

11978{
11979 return m.get_abs_sub().x;
11980}

References map::get_abs_sub(), m, and tripoint::x.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levy()

int game::get_levy ( ) const

Definition at line 11982 of file game.cpp.

11983{
11984 return m.get_abs_sub().y;
11985}

References map::get_abs_sub(), m, and tripoint::y.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levz()

◆ get_moves_since_last_save()

int game::get_moves_since_last_save ( ) const

Definition at line 7215 of file game.cpp.

7216{
7217 return moves_since_last_save;
7218}

References moves_since_last_save.

◆ get_npcs_if()

std::vector< npc * > game::get_npcs_if ( const std::function< bool(const npc &)> &  pred)

Definition at line 12024 of file game.cpp.

12025{
12026 std::vector<npc *> result;
12027 for( npc &guy : all_npcs() ) {
12028 if( pred( guy ) ) {
12029 result.push_back( &guy );
12030 }
12031 }
12032 return result;
12033}

References all_npcs().

Referenced by allies(), chat(), and validate_npc_followers().

◆ get_player_base_save_path()

std::string game::get_player_base_save_path ( ) const

Base path for saving player data.

Just add a suffix (unique for the thing you want to save) and use the resulting path. Example: save_ui_data(get_player_base_save_path()+".ui")

Definition at line 12112 of file game.cpp.

12113{
12114 return get_world_base_save_path() + "/" + base64_encode( u.name );
12115}
std::string base64_encode(const std::string &str)
std::string get_world_base_save_path() const
Base path for saving world data.
Definition: game.cpp:12117

References base64_encode(), get_world_base_save_path(), Character::name, and u.

Referenced by save_player_data().

◆ get_player_input()

input_context game::get_player_input ( std::string &  action)
private

Definition at line 240 of file handle_action.cpp.

241{
242 input_context ctxt;
243 if( uquit == QUIT_WATCH ) {
244 ctxt = input_context( "DEFAULTMODE" );
245 ctxt.set_iso( true );
246 // The list of allowed actions in death-cam mode in game::handle_action
247 // *INDENT-OFF*
248 for( const action_id id : {
261 } ) {
262 ctxt.register_action( action_ident( id ) );
263 }
264 // *INDENT-ON*
265 ctxt.register_action( "QUIT", to_translation( "Accept your fate" ) );
266 } else {
268 }
269
271
272 user_turn current_turn;
273
274
275 // Checking early if we will need to handle animations
276 // If we do not need to handle animations that will not change as long as the user has not selected an action
277 // and we can handle it like we are not animating.
278 weather_printable wPrint;
279 bool animate_weather = false;
280 bool animate_sct = false;
281 bool do_animations = [&]() {
282 if( get_option<bool>( "ANIMATIONS" ) ) {
283 const bool weather_has_anim = init_weather_anim( get_weather().weather_id, wPrint );
284
285 animate_weather = weather_has_anim && get_option<bool>( "ANIMATION_RAIN" );
286 animate_sct = !SCT.vSCT.empty() && uquit != QUIT_WATCH && get_option<bool>( "ANIMATION_SCT" );
287
288#if defined(TILES)
289 // Always animate, minimap and terrain may have animations to run
290 return true;
291#else
292 // Otherwise we need to see if we actually should animate.
293 // Minimap and Terrain never animate in !TILES
294 return animate_weather || animate_sct || uquit == QUIT_WATCH;
295#endif
296 }
297 return false;
298 }
299 ();
300
301 if( do_animations ) {
302 ctxt.set_timeout( 125 );
303
305 make_shared_fast<game::draw_callback_t>( [&]() {
306 if( animate_weather ) {
307 draw_weather( wPrint );
308 }
309 if( animate_sct ) {
310 draw_sct();
311 }
312 } );
313 add_draw_callback( animation_cb );
314 invalidate_main_ui_adaptor(); // We want to redraw at least once.
315
316 do {
317 if( animate_weather ) {
319 generate_weather_anim_frame( get_weather().weather_id, wPrint );
320 }
321 // don't bother calculating SCT if we won't show it
322 if( animate_sct ) {
324
326
327 //Check for creatures on all drawing positions and offset if necessary
328 for( auto iter = SCT.vSCT.rbegin(); iter != SCT.vSCT.rend(); ++iter ) {
329 const direction oCurDir = iter->getDirecton();
330 const int width = utf8_width( iter->getText() );
331 for( int i = 0; i < width; ++i ) {
332 tripoint tmp( iter->getPosX() + i, iter->getPosY(), get_levz() );
333 const Creature *critter = critter_at( tmp, true );
334
335 if( critter != nullptr && u.sees( *critter ) ) {
336 i = -1;
337 int iPos = iter->getStep() + iter->getStepOffset();
338 for( auto iter2 = iter; iter2 != SCT.vSCT.rend(); ++iter2 ) {
339 if( iter2->getDirecton() == oCurDir &&
340 iter2->getStep() + iter2->getStepOffset() <= iPos ) {
341 if( iter2->getType() == "hp" ) {
342 iter2->advanceStepOffset();
343 }
344
345 iter2->advanceStepOffset();
346 iPos = iter2->getStep() + iter2->getStepOffset();
347 }
348 }
349 }
350 }
351 }
352
353 // Stop animation when done
354 animate_sct = !SCT.vSCT.empty();
355 }
356 // We don't cache these checks as their result may change after 1st redraw
358 // TODO: we redraw *everything* just to animate a couple blinking dots
359 // on the minimap or a few tiles.
360 // This is far from ideal, and can probably be done much cheaper
361 // (update only part of the screen? draw static parts into a texture?)
363 }
364
365 std::unique_ptr<static_popup> deathcam_msg_popup;
366 if( uquit == QUIT_WATCH ) {
367 deathcam_msg_popup = std::make_unique<static_popup>();
368 deathcam_msg_popup
369 ->wait_message( c_red, _( "Press %s to accept your fate…" ), ctxt.get_desc( "QUIT" ) )
370 .on_top( true );
371 }
372
374 } while( handle_mouseview( ctxt, action ) && uquit != QUIT_WATCH
375 && ( action != "TIMEOUT" || !current_turn.has_timeout_elapsed() ) );
376 ctxt.reset_timeout();
377 } else {
380 SCT.vSCT.clear();
381
382 ctxt.set_timeout( 125 );
383 while( handle_mouseview( ctxt, action ) ) {
384 if( action == "TIMEOUT" && current_turn.has_timeout_elapsed() ) {
385 break;
386 }
387 }
388 ctxt.reset_timeout();
389 }
390
391 return ctxt;
392}
std::string action_ident(action_id act)
Lookup a unique string identifier for a given action ID.
Definition: action.cpp:68
action_id
Enumerates all discrete actions that can be performed by player.
Definition: action.h:22
@ ACTION_CENTER
Center the viewport on character.
Definition: action.h:77
@ ACTION_SHIFT_SW
Move viewport south-west.
Definition: action.h:89
@ ACTION_SHIFT_NW
Move viewport north-west.
Definition: action.h:93
@ ACTION_KEYBINDINGS
Display keybindings list.
Definition: action.h:259
@ ACTION_SHIFT_E
Move viewport east.
Definition: action.h:83
@ ACTION_TOGGLE_MAP_MEMORY
Toggle memorized tiles being shown.
Definition: action.h:75
@ ACTION_SHIFT_S
Move viewport south.
Definition: action.h:87
@ ACTION_SHIFT_SE
Move viewport south-east.
Definition: action.h:85
@ ACTION_LOOK
Toggle look mode.
Definition: action.h:119
@ ACTION_SHIFT_NE
Move viewport north-east.
Definition: action.h:81
@ ACTION_SHIFT_W
Move viewport west.
Definition: action.h:91
@ ACTION_SHIFT_N
Move viewport north.
Definition: action.h:79
bool terrain_requires_animation()
Definition: animation.cpp:1144
bool minimap_requires_animation()
Definition: animation.cpp:1135
void draw_sct()
Definition: animation.cpp:805
void draw_weather(const weather_printable &wPrint)
Definition: animation.cpp:764
void add_draw_callback(shared_ptr_fast< draw_callback_t > cb)
Definition: game.cpp:3172
bool handle_mouseview(input_context &ctxt, std::string &action)
Definition: game.cpp:2107
void set_timeout(int val)
Sets input polling timeout as appropriate for the current interface system.
Definition: input.cpp:1458
std::string get_desc(const std::string &action_descriptor, unsigned int max_limit=0, const input_event_filter &evt_filter=allow_all_keys) const
Get a description text for the key/other input method associated with the given action.
Definition: input.cpp:756
void register_action(const std::string &action_descriptor)
Register an action with this input context.
Definition: input.cpp:676
void set_iso(bool mode=true)
Definition: input.cpp:1429
void reset_timeout()
Definition: input.cpp:1463
std::vector< cSCT > vSCT
Definition: output.h:959
void advanceAllSteps()
Definition: output.cpp:1924
bool has_timeout_elapsed()
input_context get_default_mode_input_context()
Definition: game.cpp:2207
static bool init_weather_anim(const weather_type_id &wtype, weather_printable &wPrint)
static void generate_weather_anim_frame(const weather_type_id &wtype, weather_printable &wPrint)
direction
Definition: line.h:39
scrollingcombattext SCT
Definition: output.cpp:65
Weather drawing tracking.
Definition: weather.h:59
translation to_translation(const std::string &raw)
Shorthands for translation::to_translation.

References _, action, ACTION_CENTER, action_ident(), ACTION_KEYBINDINGS, ACTION_LOOK, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_TOGGLE_MAP_MEMORY, add_draw_callback(), scrollingcombattext::advanceAllSteps(), c_red, critter_at(), draw_sct(), draw_weather(), generate_weather_anim_frame(), get_default_mode_input_context(), input_context::get_desc(), get_levz(), get_weather, handle_mouseview(), user_turn::has_timeout_elapsed(), init_weather_anim(), invalidate_main_ui_adaptor(), m, minimap_requires_animation(), Character::posz(), QUIT_WATCH, ui_manager::redraw_invalidated(), input_context::register_action(), input_context::reset_timeout(), SCT, Character::sees(), input_context::set_iso(), input_context::set_timeout(), terrain_requires_animation(), to_translation(), u, map::update_visibility_cache(), uquit, utf8_width(), and scrollingcombattext::vSCT.

Referenced by handle_action().

◆ get_seed()

unsigned int game::get_seed ( ) const

Definition at line 1888 of file game.cpp.

1889{
1890 return seed;
1891}

References seed.

◆ get_user_action_counter()

int game::get_user_action_counter ( ) const

Definition at line 7220 of file game.cpp.

7221{
7222 return user_action_counter;
7223}

References user_action_counter.

◆ get_veh_dir_indicator_location()

cata::optional< tripoint > game::get_veh_dir_indicator_location ( bool  next) const

Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn.

Based on the vehicle the player is driving, if any.

Parameters
nextIf true, bases it on the vehicle the vehicle will turn to next turn, instead of the one it is currently facing.

Definition at line 3427 of file game.cpp.

3428{
3429 if( !get_option<bool>( "VEHICLE_DIR_INDICATOR" ) ) {
3430 return cata::nullopt;
3431 }
3432 const optional_vpart_position vp = m.veh_at( u.pos() );
3433 if( !vp ) {
3434 return cata::nullopt;
3435 }
3436 vehicle *const veh = &vp->vehicle();
3437 rl_vec2d face = next ? veh->dir_vec() : veh->face_vec();
3438 float r = 10.0;
3439 return tripoint( static_cast<int>( r * face.x ), static_cast<int>( r * face.y ), u.pos().z );
3440}
rl_vec2d dir_vec() const

References vehicle::dir_vec(), vehicle::face_vec(), m, cata::nullopt, Character::pos(), u, map::veh_at(), rl_vec2d::x, rl_vec2d::y, and tripoint::z.

Referenced by draw_veh_dir_indicator().

◆ get_world_base_save_path()

std::string game::get_world_base_save_path ( ) const

Base path for saving world data.

This yields a path to a folder.

Definition at line 12117 of file game.cpp.

12118{
12119 if( world_generator->active_world == nullptr ) {
12120 return PATH_INFO::savedir();
12121 }
12122 return world_generator->active_world->folder_path();
12123}
std::string savedir()
Definition: path_info.cpp:254

References PATH_INFO::savedir(), and world_generator.

Referenced by get_player_base_save_path(), load(), load_master(), move_save_to_graveyard(), save(), save_artifacts(), and save_factions_missions_npcs().

◆ get_zoom()

int game::get_zoom ( ) const

Definition at line 7206 of file game.cpp.

7207{
7208#if defined(TILES)
7209 return tileset_zoom;
7210#else
7211 return DEFAULT_TILESET_ZOOM;
7212#endif
7213}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

Referenced by look_around().

◆ grabbed_furn_move()

bool game::grabbed_furn_move ( const tripoint dp)
private
Strength determines ability to drag furniture

Definition at line 9626 of file game.cpp.

9627{
9628 // Furniture: pull, push, or standing still and nudging object around.
9629 // Can push furniture out of reach.
9630 tripoint fpos = u.pos() + u.grab_point;
9631 // supposed position of grabbed furniture
9632 if( !m.has_furn( fpos ) ) {
9633 // Where did it go? We're grabbing thin air so reset.
9634 add_msg( m_info, _( "No furniture at grabbed point." ) );
9635 u.grab( OBJECT_NONE );
9636 return false;
9637 }
9638
9639 const bool pushing_furniture = dp == u.grab_point;
9640 const bool pulling_furniture = dp == -u.grab_point;
9641 const bool shifting_furniture = !pushing_furniture && !pulling_furniture;
9642
9643 tripoint fdest = fpos + dp; // intended destination of furniture.
9644 // Check floor: floorless tiles don't need to be flat and have no traps
9645 const bool has_floor = m.has_floor( fdest );
9646 // Unfortunately, game::is_empty fails for tiles we're standing on,
9647 // which will forbid pulling, so:
9648 const bool canmove = (
9649 m.passable( fdest ) &&
9650 critter_at<npc>( fdest ) == nullptr &&
9651 critter_at<monster>( fdest ) == nullptr &&
9652 ( !pulling_furniture || is_empty( u.pos() + dp ) ) &&
9653 ( !has_floor || m.has_flag( "FLAT", fdest ) ) &&
9654 !m.has_furn( fdest ) &&
9655 !m.veh_at( fdest ) &&
9656 ( !has_floor || m.tr_at( fdest ).is_null() )
9657 );
9658
9659 const furn_t furntype = m.furn( fpos ).obj();
9660 const int src_items = m.i_at( fpos ).size();
9661 const int dst_items = m.i_at( fdest ).size();
9662
9663 const bool only_liquid_items = std::all_of( m.i_at( fdest ).begin(), m.i_at( fdest ).end(),
9664 [&]( item & liquid_item ) {
9665 return liquid_item.made_of( LIQUID );
9666 } );
9667
9668 const bool dst_item_ok = !m.has_flag( "NOITEM", fdest ) &&
9669 !m.has_flag( "SWIMMABLE", fdest ) &&
9670 !m.has_flag( "DESTROY_ITEM", fdest );
9671
9672 const bool src_item_ok = m.furn( fpos ).obj().has_flag( "CONTAINER" ) ||
9673 m.furn( fpos ).obj().has_flag( "FIRE_CONTAINER" ) ||
9674 m.furn( fpos ).obj().has_flag( "SEALED" );
9675
9676 const int fire_intensity = m.get_field_intensity( fpos, fd_fire );
9677 time_duration fire_age = m.get_field_age( fpos, fd_fire );
9678
9679 int str_req = furntype.move_str_req;
9680 // Factor in weight of items contained in the furniture.
9681 units::mass furniture_contents_weight = 0_gram;
9682 for( auto &contained_item : m.i_at( fpos ) ) {
9683 furniture_contents_weight += contained_item.weight();
9684 }
9685 str_req += furniture_contents_weight / 4_kilogram;
9686 if( !canmove ) {
9687 // TODO: What is something?
9688 add_msg( _( "The %s collides with something." ), furntype.name() );
9689 u.moves -= 50;
9690 return true;
9691 ///\EFFECT_STR determines ability to drag furniture
9692 } else if( str_req > u.get_str() &&
9693 one_in( std::max( 20 - str_req - u.get_str(), 2 ) ) ) {
9694 add_msg( m_bad, _( "You strain yourself trying to move the heavy %s!" ),
9695 furntype.name() );
9696 u.moves -= 100;
9697 u.mod_pain( 1 ); // Hurt ourselves.
9698 return true; // furniture and or obstacle wins.
9699 } else if( !src_item_ok && !only_liquid_items && dst_items > 0 ) {
9700 add_msg( _( "There's stuff in the way." ) );
9701 u.moves -= 50;
9702 return true;
9703 }
9704
9705 u.moves -= str_req * 10;
9706 // Additional penalty if we can't comfortably move it.
9707 if( str_req > u.get_str() ) {
9708 int move_penalty = std::pow( str_req, 2.0 ) + 100.0;
9709 if( move_penalty <= 1000 ) {
9710 if( u.get_str() >= str_req - 3 ) {
9711 u.moves -= std::max( 3000, move_penalty * 10 );
9712 add_msg( m_bad, _( "The %s is really heavy!" ), furntype.name() );
9713 if( one_in( 3 ) ) {
9714 add_msg( m_bad, _( "You fail to move the %s." ), furntype.name() );
9715 return true;
9716 }
9717 } else {
9718 u.moves -= 100;
9719 add_msg( m_bad, _( "The %s is too heavy for you to budge." ), furntype.name() );
9720 return true;
9721 }
9722 }
9723 u.moves -= move_penalty;
9724 if( move_penalty > 500 ) {
9725 add_msg( _( "Moving the heavy %s is taking a lot of time!" ),
9726 furntype.name() );
9727 } else if( move_penalty > 200 ) {
9728 if( one_in( 3 ) ) { // Nag only occasionally.
9729 add_msg( _( "It takes some time to move the heavy %s." ),
9730 furntype.name() );
9731 }
9732 }
9733 }
9735 _( "a scraping noise." ), true, "misc", "scraping" );
9736
9738 ( tripoint_abs_ms( m.getabs( fpos ) ) );
9739
9740 // Actually move the furniture.
9741 m.furn_set( fdest, m.furn( fpos ), atd ? atd->clone() : nullptr );
9742 m.furn_set( fpos, f_null );
9743
9744 if( fire_intensity == 1 && !pulling_furniture ) {
9745 m.remove_field( fpos, fd_fire );
9746 m.set_field_intensity( fdest, fd_fire, fire_intensity );
9747 m.set_field_age( fdest, fd_fire, fire_age );
9748 }
9749
9750 // Is there is only liquids on the ground, remove them after moving furniture.
9751 if( dst_items > 0 && only_liquid_items ) {
9752 m.i_clear( fdest );
9753 }
9754
9755 if( src_items > 0 ) { // Move the stuff inside.
9756 if( dst_item_ok && src_item_ok ) {
9757 // Assume contents of both cells are legal, so we can just swap contents.
9758 std::list<item> temp;
9759 std::move( m.i_at( fpos ).begin(), m.i_at( fpos ).end(),
9760 std::back_inserter( temp ) );
9761 m.i_clear( fpos );
9762 for( auto item_iter = m.i_at( fdest ).begin();
9763 item_iter != m.i_at( fdest ).end(); ++item_iter ) {
9764 m.i_at( fpos ).insert( *item_iter );
9765 }
9766 m.i_clear( fdest );
9767 for( auto &cur_item : temp ) {
9768 m.i_at( fdest ).insert( cur_item );
9769 }
9770 } else {
9771 add_msg( _( "Stuff spills from the %s!" ), furntype.name() );
9772 }
9773 }
9774
9775 if( shifting_furniture ) {
9776 // We didn't move
9777 tripoint d_sum = u.grab_point + dp;
9778 if( std::abs( d_sum.x ) < 2 && std::abs( d_sum.y ) < 2 ) {
9779 u.grab_point = d_sum; // furniture moved relative to us
9780 } else { // we pushed furniture out of reach
9781 add_msg( _( "You let go of the %s." ), furntype.name() );
9782 u.grab( OBJECT_NONE );
9783 }
9784 return true; // We moved furniture but stayed still.
9785 }
9786
9787 if( pushing_furniture && m.impassable( fpos ) ) {
9788 // Not sure how that chair got into a wall, but don't let player follow.
9789 add_msg( _( "You let go of the %1$s as it slides past %2$s." ),
9790 furntype.name(), m.tername( fdest ) );
9791 u.grab( OBJECT_NONE );
9792 return true;
9793 }
9794
9795 return false;
9796}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4064
virtual active_tile_data * clone() const =0
void grab(object_type grab_type, const tripoint &grab_point=tripoint_zero)
Definition: avatar.cpp:663
bool is_empty(const tripoint &p)
Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.
Definition: game.cpp:4977
void insert(const item &newitem) override
Definition: map.cpp:157
void remove_field(const tripoint &p, const field_type_id &field_to_remove)
Remove field entry at xy, ignored if the field entry is not present.
Definition: map.cpp:5453
time_duration set_field_age(const tripoint &p, const field_type_id &type, const time_duration &age, bool isoffset=false)
Set age of field entry at point.
Definition: map.cpp:5327
time_duration get_field_age(const tripoint &p, const field_type_id &type) const
Get the age of a field entry (field_entry::age), if there is no field of that type,...
Definition: map.cpp:5361
int get_field_intensity(const tripoint &p, const field_type_id &type) const
Get the intensity of a field entry (field_entry::intensity), if there is no field of that type,...
Definition: map.cpp:5367
int set_field_intensity(const tripoint &p, const field_type_id &type, int new_intensity, bool isoffset=false)
Set intensity of field entry at point, creating if not present, removing if intensity becomes 0.
Definition: map.cpp:5340
std::string tername(const tripoint &p) const
Definition: map.cpp:1709
void i_clear(const tripoint &p)
Definition: map.cpp:4117
void furn_set(const tripoint &p, const furn_id &new_furniture, cata::poly_serialized< active_tile_data > new_active=nullptr)
Sets the furniture at given position.
Definition: map.cpp:1360
bool has_floor(const tripoint &p) const
Definition: map.cpp:2007
tripoint grab_point
Definition: player.h:591
coords::coord_point< tripoint, coords::origin::abs, coords::ms > tripoint_abs_ms
Definition: coordinates.h:486
@ OBJECT_NONE
Definition: enums.h:187
field_type_id fd_fire
Definition: field_type.cpp:345
furn_id f_null
Definition: mapdata.cpp:1095
template active_tile_data * furn_at< active_tile_data >(const tripoint_abs_ms &)
bool move(avatar &you, map &m, const tripoint &d)
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
int move_str_req
Definition: mapdata.h:511
bool has_flag(const std::string &flag) const
Definition: mapdata.h:415

References _, add_msg(), item_stack::begin(), active_tile_data::clone(), item_stack::end(), f_null, fd_fire, map::furn(), active_tiles::furn_at< active_tile_data >(), map::furn_set(), map::get_field_age(), map::get_field_intensity(), Character::get_str(), map::getabs(), avatar::grab(), player::grab_point, map_data_common_t::has_flag(), map::has_flag(), map::has_floor(), map::has_furn(), map::i_at(), map::i_clear(), map::impassable(), map_stack::insert(), is_empty(), trap::is_null(), m, m_bad, m_info, player::mod_pain(), avatar_action::move(), furn_t::move_str_req, sounds::movement, Creature::moves, map_data_common_t::name(), int_id< T >::obj(), OBJECT_NONE, one_in(), map::passable(), Character::pos(), map::remove_field(), map::set_field_age(), map::set_field_intensity(), item_stack::size(), sounds::sound(), map::tername(), map::tr_at(), u, map::veh_at(), tripoint::x, and tripoint::y.

Referenced by grabbed_move().

◆ grabbed_move()

bool game::grabbed_move ( const tripoint dp)
private

Check for dangerous stuff at dest_loc, return false if the player decides not to step there.

Definition at line 9798 of file game.cpp.

9799{
9800 if( u.get_grab_type() == OBJECT_NONE ) {
9801 return false;
9802 }
9803
9804 if( dp.z != 0 ) {
9805 // No dragging stuff up/down stairs yet!
9806 return false;
9807 }
9808
9809 // vehicle: pulling, pushing, or moving around the grabbed object.
9810 if( u.get_grab_type() == OBJECT_VEHICLE ) {
9811 return grabbed_veh_move( dp );
9812 }
9813
9814 if( u.get_grab_type() == OBJECT_FURNITURE ) {
9815 return grabbed_furn_move( dp );
9816 }
9817
9818 add_msg( m_info, _( "Nothing at grabbed point %d,%d,%d or bad grabbed object type." ),
9820 u.grab( OBJECT_NONE );
9821 return false;
9822}
object_type get_grab_type() const
Definition: avatar.cpp:671
bool grabbed_furn_move(const tripoint &dp)
Definition: game.cpp:9626
bool grabbed_veh_move(const tripoint &dp)
Definition: grab.cpp:21
@ OBJECT_FURNITURE
Definition: enums.h:197
@ OBJECT_VEHICLE
Definition: enums.h:193

References _, add_msg(), avatar::get_grab_type(), avatar::grab(), player::grab_point, grabbed_furn_move(), grabbed_veh_move(), m_info, OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, u, tripoint::x, tripoint::y, and tripoint::z.

Referenced by walk_move().

◆ grabbed_veh_move()

bool game::grabbed_veh_move ( const tripoint dp)
private
Strength determines ability to drag vehicles Strength increases speed of dragging vehicles

Definition at line 21 of file grab.cpp.

22{
23 const optional_vpart_position grabbed_vehicle_vp = m.veh_at( u.pos() + u.grab_point );
24 if( !grabbed_vehicle_vp ) {
25 add_msg( m_info, _( "No vehicle at grabbed point." ) );
27 return false;
28 }
29 vehicle *grabbed_vehicle = &grabbed_vehicle_vp->vehicle();
30 if( !grabbed_vehicle ||
31 !grabbed_vehicle->handle_potential_theft( dynamic_cast<player &>( g->u ) ) ) {
32 return false;
33 }
34 const int grabbed_part = grabbed_vehicle_vp->part_index();
35 for( int part_index = 0; part_index < grabbed_vehicle->part_count(); ++part_index ) {
36 monster *mon = grabbed_vehicle->get_pet( part_index );
37 if( mon != nullptr && mon->has_effect( effect_harnessed ) ) {
38 add_msg( m_info, _( "You cannot move this vehicle whilst your %s is harnessed!" ),
39 mon->get_name() );
41 return false;
42 }
43 }
44 const vehicle *veh_under_player = veh_pointer_or_null( m.veh_at( u.pos() ) );
45 if( grabbed_vehicle == veh_under_player ) {
46 u.grab_point = -dp;
47 return false;
48 }
49
50 tripoint dp_veh = -u.grab_point;
51 const tripoint prev_grab = u.grab_point;
52 tripoint next_grab = u.grab_point;
53
54 bool zigzag = false;
55
56 if( dp == prev_grab ) {
57 // We are pushing in the direction of vehicle
58 dp_veh = dp;
59 } else if( std::abs( dp.x + dp_veh.x ) != 2 && std::abs( dp.y + dp_veh.y ) != 2 ) {
60 // Not actually moving the vehicle, don't do the checks
61 u.grab_point = -( dp + dp_veh );
62 return false;
63 } else if( ( dp.x == prev_grab.x || dp.y == prev_grab.y ) &&
64 next_grab.x != 0 && next_grab.y != 0 ) {
65 // Zig-zag (or semi-zig-zag) pull: player is diagonal to vehicle
66 // and moves away from it, but not directly away
67 dp_veh.x = dp.x == -dp_veh.x ? 0 : dp_veh.x;
68 dp_veh.y = dp.y == -dp_veh.y ? 0 : dp_veh.y;
69
70 next_grab = -dp_veh;
71 zigzag = true;
72 } else {
73 // We are pulling the vehicle
74 next_grab = -dp;
75 }
76
77 // Make sure the mass and pivot point are correct
78 grabbed_vehicle->invalidate_mass();
79
80 //vehicle movement: strength check
81 int mc = 0;
82 int str_req = grabbed_vehicle->total_mass() / 25_kilogram; //strength required to move vehicle.
83
84 //if vehicle is rollable we modify str_req based on a function of movecost per wheel.
85
86 // Vehicle just too big to grab & move; 41-45 lets folks have a bit of a window
87 // (Roughly 1.1K kg = danger zone; cube vans are about the max)
88 if( str_req > 45 ) {
89 add_msg( m_info, _( "The %s is too bulky for you to move by hand." ),
90 grabbed_vehicle->name );
91 return true; // No shoving around an RV.
92 }
93
94 const auto &wheel_indices = grabbed_vehicle->wheelcache;
95 if( grabbed_vehicle->valid_wheel_config() ) {
96 //determine movecost for terrain touching wheels
97 const tripoint vehpos = grabbed_vehicle->global_pos3();
98 for( int p : wheel_indices ) {
99 const tripoint wheel_pos = vehpos + grabbed_vehicle->part( p ).precalc[0];
100 const int mapcost = m.move_cost( wheel_pos, grabbed_vehicle );
101 mc += str_req / wheel_indices.size() * mapcost;
102 }
103 //set strength check threshold
104 //if vehicle has many or only one wheel (shopping cart), it is as if it had four.
105 if( wheel_indices.size() > 4 || wheel_indices.size() == 1 ) {
106 str_req = mc / 4 + 1;
107 } else {
108 str_req = mc / wheel_indices.size() + 1;
109 }
110 } else {
111 str_req++;
112 //if vehicle has no wheels str_req make a noise.
113 if( str_req <= u.get_str() ) {
114 sounds::sound( grabbed_vehicle->global_pos3(), str_req * 2, sounds::sound_t::movement,
115 _( "a scraping noise." ), true, "misc", "scraping" );
116 }
117 }
118
119 //final strength check and outcomes
120 ///\EFFECT_STR determines ability to drag vehicles
121 if( str_req <= u.get_str() ) {
122 //calculate exertion factor and movement penalty
123 ///\EFFECT_STR increases speed of dragging vehicles
124 u.moves -= 100 * str_req / std::max( 1, u.get_str() );
125 const int ex = dice( 1, 3 ) - 1 + str_req;
126 if( ex > u.get_str() + 1 ) {
127 // Pain and movement penalty if exertion exceeds character strength
128 add_msg( m_bad, _( "You strain yourself to move the %s!" ), grabbed_vehicle->name );
129 u.moves -= 200;
130 u.mod_pain( 1 );
131 } else if( ex >= u.get_str() ) {
132 // Movement is slow if exertion nearly equals character strength
133 add_msg( _( "It takes some time to move the %s." ), grabbed_vehicle->name );
134 u.moves -= 200;
135 }
136 } else {
137 u.moves -= 100;
138 add_msg( m_bad, _( "You lack the strength to move the %s" ), grabbed_vehicle->name );
139 return true;
140 }
141
142 std::string blocker_name = _( "errors in movement code" );
143 const auto get_move_dir = [&]( const tripoint & dir, const tripoint & from ) {
144 tileray mdir;
145
146 mdir.init( dir.xy() );
147 grabbed_vehicle->turn( mdir.dir() - grabbed_vehicle->face.dir() );
148 grabbed_vehicle->face = grabbed_vehicle->turn_dir;
149 grabbed_vehicle->precalc_mounts( 1, mdir.dir(), grabbed_vehicle->pivot_point() );
150
151 // Grabbed part has to stay at distance 1 to the player
152 // and in roughly the same direction.
153 const tripoint new_part_pos = grabbed_vehicle->global_pos3() +
154 grabbed_vehicle->part( grabbed_part ).precalc[ 1 ];
155 const tripoint expected_pos = u.pos() + dp + from;
156 const tripoint actual_dir = expected_pos - new_part_pos;
157
158 grabbed_vehicle->adjust_zlevel( 1, dp );
159
160 // Set player location to illegal value so it can't collide with vehicle.
161 const tripoint player_prev = u.pos();
163 std::vector<veh_collision> colls;
164 const bool failed = grabbed_vehicle->collision( colls, actual_dir, true );
165 u.setpos( player_prev );
166 if( !colls.empty() ) {
167 blocker_name = colls.front().target_name;
168 }
169 return failed ? tripoint_zero : actual_dir;
170 };
171
172 // First try the move as intended
173 // But if that fails and the move is a zig-zag, try to recover:
174 // Try to place the vehicle in the position player just left rather than "flattening" the zig-zag
175 tripoint final_dp_veh = get_move_dir( dp_veh, next_grab );
176 if( final_dp_veh == tripoint_zero && zigzag ) {
177 final_dp_veh = get_move_dir( -prev_grab, -dp );
178 next_grab = -dp;
179 }
180
181 if( final_dp_veh == tripoint_zero ) {
182 add_msg( _( "The %s collides with %s." ), grabbed_vehicle->name, blocker_name );
183 u.grab_point = prev_grab;
184 return true;
185 }
186
187 u.grab_point = next_grab;
188
189 m.displace_vehicle( *grabbed_vehicle, final_dp_veh );
190
191 if( grabbed_vehicle ) {
192 grabbed_vehicle->shift_zlevel();
193 grabbed_vehicle->check_falling_or_floating();
194 } else {
195 debugmsg( "Grabbed vehicle disappeared" );
196 return false;
197 }
198
199 for( int p : wheel_indices ) {
200 if( one_in( 2 ) ) {
201 tripoint wheel_p = grabbed_vehicle->global_part_pos3( grabbed_part );
202 grabbed_vehicle->handle_trap( wheel_p, p );
203 }
204 }
205
206 return false;
207
208}
bool displace_vehicle(vehicle &veh, const tripoint &dp)
Definition: map.cpp:1119
int move_cost(const tripoint &p, const vehicle *ignored_vehicle=nullptr) const
Calculate the cost to move past the tile at p.
Definition: map.cpp:1780
units::angle dir() const
Definition: tileray.cpp:74
void init(const point &ad)
Definition: tileray.cpp:27
void turn(units::angle deg)
const point & pivot_point() const
Definition: vehicle.cpp:5826
void adjust_zlevel(int idir=0, const tripoint &offset=tripoint_zero)
tripoint global_pos3() const
Definition: vehicle.cpp:3281
void precalc_mounts(int idir, units::angle dir, const point &pivot)
Definition: vehicle.cpp:3150
bool valid_wheel_config() const
Definition: vehicle.cpp:4459
units::mass total_mass() const
Definition: vehicle.cpp:3306
std::vector< int > wheelcache
Definition: vehicle.h:1818
void check_falling_or_floating()
tileray face
Definition: vehicle.h:1948
void invalidate_mass()
Mark mass caches and pivot cache as dirty.
Definition: vehicle.cpp:6968
int part_count() const
Definition: vehicle.cpp:7075
bool collision(std::vector< veh_collision > &colls, const tripoint &dp, bool just_detect, bool bash_floor=false)
monster * get_pet(int p) const
Definition: vehicle.cpp:3262
vehicle_part & part(int part_num)
Definition: vehicle.cpp:7080
void handle_trap(const tripoint &p, int part)
tripoint global_part_pos3(const int &index) const
Get the coordinates of the studied part of the vehicle.
Definition: vehicle.cpp:3286
void shift_zlevel()
units::angle turn_dir
Definition: vehicle.h:1927
static const efftype_id effect_harnessed("harnessed")
static constexpr tripoint tripoint_zero
Definition: point.h:273
int dice(int number, int sides)
Definition: rng.cpp:85
std::array< tripoint, 2 > precalc
mount translated to face.dir [0] and turn_dir [1]
Definition: vehicle.h:371

References _, add_msg(), vehicle::adjust_zlevel(), vehicle::check_falling_or_floating(), vehicle::collision(), debugmsg, dice(), tileray::dir(), map::displace_vehicle(), effect_harnessed, vehicle::face, failed, g, monster::get_name(), vehicle::get_pet(), Character::get_str(), vehicle::global_part_pos3(), vehicle::global_pos3(), avatar::grab(), player::grab_point, vehicle::handle_potential_theft(), vehicle::handle_trap(), Creature::has_effect(), tileray::init(), vehicle::invalidate_mass(), m, m_bad, m_info, player::mod_pain(), map::move_cost(), sounds::movement, Creature::moves, vehicle::name, OBJECT_NONE, one_in(), vehicle::part(), vehicle::part_count(), vehicle::pivot_point(), Character::pos(), vehicle_part::precalc, vehicle::precalc_mounts(), Character::setpos(), vehicle::shift_zlevel(), sounds::sound(), vehicle::total_mass(), tripoint_zero, vehicle::turn(), vehicle::turn_dir, u, vehicle::valid_wheel_config(), map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by grabbed_move().

◆ handle_action()

bool game::handle_action ( )
private

Definition at line 1516 of file handle_action.cpp.

1517{
1518 std::string action;
1519 input_context ctxt;
1521 user_turn current_turn;
1522 // Check if we have an auto-move destination
1523 if( u.has_destination() ) {
1525 if( act == ACTION_NULL ) {
1526 add_msg( m_info, _( "Auto-move canceled" ) );
1528 return false;
1529 }
1530 } else if( u.has_destination_activity() ) {
1531 // starts destination activity after the player successfully reached his destination
1533 return false;
1534 } else {
1535 // No auto-move, ask player for input
1536 ctxt = get_player_input( action );
1537 }
1538
1539 const optional_vpart_position vp = m.veh_at( u.pos() );
1540 bool veh_ctrl = !u.is_dead_state() &&
1541 ( ( vp && vp->vehicle().player_in_control( u ) ) || remoteveh() != nullptr );
1542
1543 // If performing an action with right mouse button, co-ordinates
1544 // of location clicked.
1545 cata::optional<tripoint> mouse_target;
1546
1547 if( uquit == QUIT_WATCH && action == "QUIT" ) {
1548 uquit = QUIT_DIED;
1549 return false;
1550 }
1551
1552 if( act == ACTION_NULL ) {
1554
1555 if( act == ACTION_KEYBINDINGS ) {
1556 // already handled by input context
1557 return false;
1558 }
1559
1560 if( act == ACTION_MAIN_MENU ) {
1561 if( uquit == QUIT_WATCH ) {
1562 return false;
1563 }
1564 // No auto-move actions have or can be set at this point.
1566 destination_preview.clear();
1568 if( act == ACTION_NULL ) {
1569 return false;
1570 }
1571 }
1572
1573 if( act == ACTION_ACTIONMENU ) {
1574 if( uquit == QUIT_WATCH ) {
1575 return false;
1576 }
1577 // No auto-move actions have or can be set at this point.
1579 destination_preview.clear();
1581 if( act == ACTION_NULL ) {
1582 return false;
1583 }
1584#if defined(__ANDROID__)
1585 if( get_option<bool>( "ANDROID_ACTIONMENU_AUTOADD" ) && ctxt.get_category() == "DEFAULTMODE" ) {
1586 add_best_key_for_action_to_quick_shortcuts( act, ctxt.get_category(), false );
1587 }
1588#endif
1589 }
1590
1591 if( act == ACTION_KEYBINDINGS ) {
1593 destination_preview.clear();
1594 act = ctxt.display_menu( true );
1595 if( act == ACTION_NULL ) {
1596 return false;
1597 }
1598 }
1599
1602 }
1603
1604 if( act == ACTION_SELECT || act == ACTION_SEC_SELECT ) {
1605 // Mouse button click
1606 if( veh_ctrl ) {
1607 // No mouse use in vehicle
1608 return false;
1609 }
1610
1611 if( u.is_dead_state() ) {
1612 // do not allow mouse actions while dead
1613 return false;
1614 }
1615
1616 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
1617 if( !mouse_pos ) {
1618 return false;
1619 } else if( !u.sees( *mouse_pos ) ) {
1620 // Not clicked in visible terrain
1621 return false;
1622 }
1623 mouse_target = mouse_pos;
1624
1625 if( act == ACTION_SELECT ) {
1626 // Note: The following has the potential side effect of
1627 // setting auto-move destination state in addition to setting
1628 // act.
1629 if( !try_get_left_click_action( act, *mouse_target ) ) {
1630 return false;
1631 }
1632 } else if( act == ACTION_SEC_SELECT ) {
1633 if( !try_get_right_click_action( act, *mouse_target ) ) {
1634 return false;
1635 }
1636 }
1637 } else if( act != ACTION_TIMEOUT ) {
1638 // act has not been set for an auto-move, so clearing possible
1639 // auto-move destinations. Since initializing an auto-move with
1640 // the mouse may span across multiple actions, we do not clear the
1641 // auto-move destination if the action is only a timeout, as this
1642 // would require the user to double click quicker than the
1643 // timeout delay.
1645 destination_preview.clear();
1646 }
1647 }
1648
1649 if( act == ACTION_NULL ) {
1650 const input_event &&evt = ctxt.get_raw_input();
1651 if( !evt.sequence.empty() ) {
1652 const int ch = evt.get_first_input();
1653 const std::string &&name = inp_mngr.get_keyname( ch, evt.type, true );
1654 if( !get_option<bool>( "NO_UNKNOWN_COMMAND_MSG" ) ) {
1655 add_msg( m_info, _( "Unknown command: \"%s\" (%ld)" ), name, ch );
1656 if( const cata::optional<std::string> hint =
1658 add_msg( m_info, _( "%s at any time to see and edit keybindings relevant to "
1659 "the current context." ),
1660 *hint );
1661 }
1662 }
1663 }
1664 return false;
1665 }
1666
1667 // This has no action unless we're in a special game mode.
1668 gamemode->pre_action( act );
1669
1670 int soffset = get_option<int>( "MOVE_VIEW_OFFSET" );
1671
1672 int before_action_moves = u.moves;
1673
1674 // These actions are allowed while deathcam is active. Registered in game::get_player_input
1675 if( uquit == QUIT_WATCH || !u.is_dead_state() ) {
1676 switch( act ) {
1679 break;
1680
1681 case ACTION_CENTER:
1684 break;
1685
1686 case ACTION_SHIFT_N:
1687 case ACTION_SHIFT_NE:
1688 case ACTION_SHIFT_E:
1689 case ACTION_SHIFT_SE:
1690 case ACTION_SHIFT_S:
1691 case ACTION_SHIFT_SW:
1692 case ACTION_SHIFT_W:
1693 case ACTION_SHIFT_NW: {
1694 static const std::map<action_id, std::pair<point, point>> shift_delta = {
1703 };
1705 shift_delta.at( act ).second * soffset : shift_delta.at( act ).first * soffset;
1706 }
1707 break;
1708
1709 case ACTION_LOOK:
1710 look_around();
1711 break;
1712
1713 case ACTION_KEYBINDINGS:
1714 // already handled by input context
1715 break;
1716
1717 default:
1718 break;
1719 }
1720 }
1721
1722 // actions allowed only while alive
1723 if( !u.is_dead_state() ) {
1724 switch( act ) {
1725 case ACTION_NULL:
1726 case NUM_ACTIONS:
1727 break; // dummy entries
1728 case ACTION_ACTIONMENU:
1729 case ACTION_MAIN_MENU:
1730 case ACTION_KEYBINDINGS:
1731 break; // handled above
1732
1733 case ACTION_TIMEOUT:
1734 if( check_safe_mode_allowed( false ) ) {
1735 u.pause();
1736 }
1737 break;
1738
1739 case ACTION_PAUSE:
1740 if( check_safe_mode_allowed() ) {
1741 u.pause();
1742 }
1743 break;
1744
1745 case ACTION_CYCLE_MOVE:
1747 break;
1748
1749 case ACTION_RESET_MOVE:
1751 break;
1752
1753 case ACTION_TOGGLE_RUN:
1755 break;
1756
1759 break;
1760
1763 break;
1764
1765 case ACTION_MOVE_FORTH:
1767 case ACTION_MOVE_RIGHT:
1769 case ACTION_MOVE_BACK:
1771 case ACTION_MOVE_LEFT:
1773 if( !u.get_value( "remote_controlling" ).empty() &&
1777 } else if( veh_ctrl ) {
1778 // vehicle control uses x for steering and y for ac/deceleration,
1779 // so no rotation needed
1781 } else {
1783 if( auto_travel_mode && !u.is_auto_moving() ) {
1784 for( int i = 0; i < SEEX; i++ ) {
1785 tripoint auto_travel_destination( u.posx() + dest_delta.x * ( SEEX - i ),
1786 u.posy() + dest_delta.y * ( SEEX - i ),
1787 u.posz() );
1789 auto_travel_destination,
1791 u.get_path_avoid() );
1792 if( !destination_preview.empty() ) {
1795 break;
1796 }
1797 }
1800 if( dest_next == point_zero ) {
1802 }
1803 dest_delta = dest_next;
1804 }
1805 if( !avatar_action::move( u, m, dest_delta ) ) {
1806 // auto-move should be canceled due to a failed move or obstacle
1808 }
1809 }
1810 break;
1811 case ACTION_MOVE_DOWN:
1812 if( u.is_mounted() ) {
1813 auto mon = u.mounted_creature.get();
1814 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1815 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1816 break;
1817 }
1818 }
1819 if( !u.in_vehicle ) {
1820 vertical_move( -1, false );
1821 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1823 }
1824 break;
1825
1826 case ACTION_MOVE_UP:
1827 if( u.is_mounted() ) {
1828 auto mon = u.mounted_creature.get();
1829 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1830 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1831 break;
1832 }
1833 }
1834 if( !u.in_vehicle ) {
1835 vertical_move( 1, false );
1836 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1838 } else if( veh_ctrl && vp->vehicle().has_part( "ROTOR" ) &&
1839 !vp->vehicle().has_sufficient_rotorlift() ) {
1840 add_msg( m_bad, _( "The rotors struggle to generate enough lift!" ) );
1841 }
1842 break;
1843
1844 case ACTION_OPEN:
1846 add_msg( m_info, _( "You can't open things while you're in your shell." ) );
1847 } else if( u.is_mounted() ) {
1848 add_msg( m_info, _( "You can't open things while you're riding." ) );
1849 } else {
1850 open();
1851 }
1852 break;
1853
1854 case ACTION_CLOSE:
1856 add_msg( m_info, _( "You can't close things while you're in your shell." ) );
1857 } else if( u.is_mounted() ) {
1858 auto mon = u.mounted_creature.get();
1859 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1860 add_msg( m_info, _( "You can't close things while you're riding." ) );
1861 }
1862 } else if( mouse_target ) {
1863 doors::close_door( m, u, *mouse_target );
1864 } else {
1865 close();
1866 }
1867 break;
1868
1869 case ACTION_SMASH:
1870 if( veh_ctrl ) {
1871 handbrake();
1872 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
1873 add_msg( m_info, _( "You can't smash things while you're in your shell." ) );
1874 } else {
1875 smash();
1876 }
1877 break;
1878
1879 case ACTION_EXAMINE:
1881 add_msg( m_info, _( "You can't examine your surroundings while you're in your shell." ) );
1882 } else if( mouse_target ) {
1883 examine( *mouse_target );
1884 } else {
1885 examine();
1886 }
1887 break;
1888
1889 case ACTION_ADVANCEDINV:
1891 add_msg( m_info, _( "You can't move mass quantities while you're in your shell." ) );
1892 } else if( u.is_mounted() ) {
1893 add_msg( m_info, _( "You can't move mass quantities while you're riding." ) );
1894 } else {
1896 }
1897 break;
1898
1899 case ACTION_PICKUP:
1901 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1902 } else if( u.is_mounted() ) {
1903 add_msg( m_info, _( "You can't pick anything up while you're riding." ) );
1904 } else if( mouse_target ) {
1905 pickup( *mouse_target );
1906 } else {
1907 pickup();
1908 }
1909 break;
1910
1911 case ACTION_PICKUP_FEET:
1913 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1914 } else {
1915 pickup_feet();
1916 }
1917 break;
1918
1919 case ACTION_GRAB:
1921 add_msg( m_info, _( "You can't grab things while you're in your shell." ) );
1922 } else if( u.is_mounted() ) {
1923 add_msg( m_info, _( "You can't grab things while you're riding." ) );
1924 } else {
1925 grab();
1926 }
1927 break;
1928
1929 case ACTION_HAUL:
1931 add_msg( m_info, _( "You can't haul things while you're in your shell." ) );
1932 } else if( u.is_mounted() ) {
1933 add_msg( m_info, _( "You can't haul things while you're riding." ) );
1934 } else {
1935 haul();
1936 }
1937 break;
1938
1939 case ACTION_BUTCHER:
1941 add_msg( m_info, _( "You can't butcher while you're in your shell." ) );
1942 } else if( u.is_mounted() ) {
1943 add_msg( m_info, _( "You can't butcher while you're riding." ) );
1944 } else {
1945 butcher();
1946 }
1947 break;
1948
1949 case ACTION_CHAT:
1950 chat();
1951 break;
1952
1953 case ACTION_PEEK:
1955 add_msg( m_info, _( "You can't peek around corners while you're in your shell." ) );
1956 } else if( u.is_mounted() ) {
1957 add_msg( m_info, _( "You can't peek around corners while you're riding." ) );
1958 } else {
1959 peek();
1960 }
1961 break;
1962
1963 case ACTION_LIST_ITEMS:
1965 break;
1966
1967 case ACTION_ZONES:
1968 zones_manager();
1969 break;
1970
1971 case ACTION_LOOT:
1972 loot();
1973 break;
1974
1975 case ACTION_INVENTORY:
1977 break;
1978
1979 case ACTION_COMPARE:
1981 break;
1982
1983 case ACTION_ORGANIZE:
1985 break;
1986
1987 case ACTION_USE:
1988 // Shell-users are presumed to be able to mess with their inventories, etc
1989 // while in the shell. Eating, gear-changing, and item use are OK.
1991 break;
1992
1993 case ACTION_USE_WIELDED:
1994 u.use_wielded();
1995 break;
1996
1997 case ACTION_WEAR:
1998 wear();
1999 break;
2000
2001 case ACTION_TAKE_OFF:
2002 takeoff();
2003 break;
2004
2005 case ACTION_EAT:
2006 if( !avatar_action::eat_here( u ) ) {
2008 }
2009 break;
2010
2012 if( !avatar_action::eat_here( u ) ) {
2014 }
2015 break;
2016
2017 case ACTION_READ:
2018 // Shell-users are presumed to have the book just at an opening and read it that way
2019 read();
2020 break;
2021
2022 case ACTION_WIELD:
2024 break;
2025
2026 case ACTION_PICK_STYLE:
2027 u.martial_arts_data->pick_style( u );
2028 break;
2029
2030 case ACTION_RELOAD_ITEM:
2032 break;
2033
2036 break;
2037
2040 break;
2041
2042 case ACTION_UNLOAD:
2044 break;
2045
2046 case ACTION_MEND:
2048 break;
2049
2050 case ACTION_THROW: {
2051 item_location loc;
2052 avatar_action::plthrow( g->u, loc );
2053 break;
2054 }
2055
2056 case ACTION_FIRE:
2057 fire();
2058 break;
2059
2060 case ACTION_CAST_SPELL:
2061 cast_spell();
2062 break;
2063
2064 case ACTION_FIRE_BURST: {
2065 if( u.weapon.gun_set_mode( gun_mode_id( "AUTO" ) ) ) {
2067 }
2068 break;
2069 }
2070
2072 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2073 if( u.weapon.gun_all_modes().size() > 1 ) {
2075 } else {
2076 add_msg( m_info, _( "Your %s has only one firing mode." ), u.weapon.display_name() );
2077 }
2078 }
2079 break;
2080
2082 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2084 }
2085 break;
2086
2087 case ACTION_DROP:
2088 // You CAN drop things to your own tile while in the shell.
2089 drop();
2090 break;
2091
2092 case ACTION_DIR_DROP:
2094 add_msg( m_info, _( "You can't drop things to another tile while you're in your shell." ) );
2095 } else {
2097 }
2098 break;
2099 case ACTION_BIONICS:
2100 u.power_bionics();
2101 break;
2102 case ACTION_MUTATIONS:
2104 break;
2105
2106 case ACTION_SORT_ARMOR:
2107 u.sort_armor();
2108 break;
2109
2110 case ACTION_WAIT:
2111 wait();
2112 break;
2113
2114 case ACTION_CRAFT:
2116 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2117 } else if( u.is_mounted() ) {
2118 add_msg( m_info, _( "You can't craft while you're riding." ) );
2119 } else {
2120 u.craft();
2121 }
2122 break;
2123
2124 case ACTION_RECRAFT:
2126 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2127 } else if( u.is_mounted() ) {
2128 add_msg( m_info, _( "You can't craft while you're riding." ) );
2129 } else {
2130 u.recraft();
2131 }
2132 break;
2133
2134 case ACTION_LONGCRAFT:
2136 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2137 } else if( u.is_mounted() ) {
2138 add_msg( m_info, _( "You can't craft while you're riding." ) );
2139 } else {
2140 u.long_craft();
2141 }
2142 break;
2143
2144 case ACTION_DISASSEMBLE:
2145 if( u.controlling_vehicle ) {
2146 add_msg( m_info, _( "You can't disassemble items while driving." ) );
2147 } else if( u.is_mounted() ) {
2148 add_msg( m_info, _( "You can't disassemble items while you're riding." ) );
2149 } else {
2151 }
2152 break;
2153
2154 case ACTION_CONSTRUCT:
2155 if( u.in_vehicle ) {
2156 add_msg( m_info, _( "You can't construct while in a vehicle." ) );
2157 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
2158 add_msg( m_info, _( "You can't construct while you're in your shell." ) );
2159 } else if( u.is_mounted() ) {
2160 add_msg( m_info, _( "You can't construct while you're riding." ) );
2161 } else {
2162 construction_menu( false );
2163 }
2164 break;
2165
2166 case ACTION_SLEEP:
2167 if( veh_ctrl ) {
2168 add_msg( m_info, _( "Vehicle control has moved, %s" ),
2169 press_x( ACTION_CONTROL_VEHICLE, _( "new binding is " ),
2170 _( "new default binding is '^'." ) ) );
2171 } else {
2172 sleep();
2173 }
2174 break;
2175
2178 add_msg( m_info, _( "You can't operate a vehicle while you're in your shell." ) );
2179 } else if( u.is_mounted() ) {
2180 u.dismount();
2181 } else {
2183 }
2184 break;
2185
2188 add_msg( m_info, auto_travel_mode ? _( "Auto travel mode ON!" ) : _( "Auto travel mode OFF!" ) );
2189 break;
2190
2192 if( safe_mode == SAFE_MODE_OFF ) {
2194 mostseen = 0;
2195 add_msg( m_info, _( "Safe mode ON!" ) );
2196 } else {
2199 add_msg( m_info, get_option<bool>( "AUTOSAFEMODE" )
2200 ? _( "Safe mode OFF! (Auto safe mode still enabled!)" ) : _( "Safe mode OFF!" ) );
2201 }
2205 }
2206 break;
2207
2209 auto &autosafemode_option = get_options().get_option( "AUTOSAFEMODE" );
2210 add_msg( m_info, autosafemode_option.value_as<bool>()
2211 ? _( "Auto safe mode OFF!" ) : _( "Auto safe mode ON!" ) );
2212 autosafemode_option.setNext();
2213 break;
2214 }
2215
2217 if( safe_mode == SAFE_MODE_STOP ) {
2218 add_msg( m_info, _( "Ignoring enemy!" ) );
2219 for( auto &elem : u.get_mon_visible().new_seen_mon ) {
2220 monster &critter = *elem;
2221 critter.ignoring = rl_dist( u.pos(), critter.pos() );
2222 }
2224 } else if( u.has_effect( effect_laserlocked ) ) {
2225 if( u.has_trait( trait_PROF_CHURL ) ) {
2226 add_msg( m_warning, _( "You make the sign of the cross." ) );
2227 } else {
2228 add_msg( m_info, _( "Ignoring laser targeting!" ) );
2229 }
2232 }
2233 break;
2234
2236 if( safe_mode == SAFE_MODE_STOP && !get_safemode().empty() ) {
2238 add_msg( m_info, _( "Creature whitelisted: %s" ), get_safemode().lastmon_whitelist );
2240 mostseen = 0;
2241 } else {
2242 get_safemode().show();
2243 }
2244 break;
2245
2246 case ACTION_SUICIDE:
2247 if( query_yn( _( "Commit suicide?" ) ) ) {
2248 if( query_yn( _( "REALLY commit suicide?" ) ) ) {
2249 u.apply_damage( &u, body_part_head, 99999 );
2250 u.moves = 0;
2251 u.place_corpse();
2253 }
2254 }
2255 break;
2256
2257 case ACTION_SAVE:
2258 if( query_yn( _( "Save and quit?" ) ) ) {
2259 if( save() ) {
2260 u.moves = 0;
2261 uquit = QUIT_SAVED;
2262 }
2263 }
2264 break;
2265
2266 case ACTION_QUICKSAVE:
2267 quicksave();
2268 return false;
2269
2270 case ACTION_QUICKLOAD:
2271 quickload();
2272 return false;
2273
2274 case ACTION_PL_INFO:
2276 break;
2277
2278 case ACTION_MAP:
2280 break;
2281
2282 case ACTION_SKY:
2283 if( m.is_outside( u.pos() ) ) {
2285 } else {
2286 add_msg( m_info, _( "You can't see the sky from here." ) );
2287 }
2288 break;
2289
2290 case ACTION_MISSIONS:
2291 list_missions();
2292 break;
2293
2294 case ACTION_SCORES:
2296 break;
2297
2298 case ACTION_DIARY:
2300 break;
2301
2302 case ACTION_FACTIONS:
2303 faction_manager_ptr->display();
2304 break;
2305
2306 case ACTION_MORALE:
2307 u.disp_morale();
2308 break;
2309
2310 case ACTION_MESSAGES:
2312 break;
2313
2314 case ACTION_HELP:
2316 break;
2317
2318 case ACTION_OPTIONS:
2319 get_options().show( true );
2320 break;
2321
2322 case ACTION_AUTOPICKUP:
2324 break;
2325
2326 case ACTION_AUTONOTES:
2328 break;
2329
2330 case ACTION_SAFEMODE:
2331 get_safemode().show();
2332 break;
2333
2336 break;
2337
2338 case ACTION_COLOR:
2339 all_colors.show_gui();
2340 break;
2341
2342 case ACTION_WORLD_MODS:
2343 world_generator->show_active_world_mods( world_generator->active_world->active_mod_order );
2344 break;
2345
2346 case ACTION_DEBUG:
2348 break; //don't do anything when sharing and not debugger
2349 }
2351 break;
2352
2355 break;
2356
2359 break;
2360
2363 break;
2364
2367 break;
2368
2370 get_options().get_option( "AUTO_FEATURES" ).setNext();
2371 get_options().save();
2372 //~ Auto Features are now ON/OFF
2373 add_msg( _( "%s are now %s." ),
2374 get_options().get_option( "AUTO_FEATURES" ).getMenuText(),
2375 get_option<bool>( "AUTO_FEATURES" ) ? _( "ON" ) : _( "OFF" ) );
2376 break;
2377
2379 get_options().get_option( "AUTO_PULP_BUTCHER" ).setNext();
2380 get_options().save();
2381 //~ Auto Pulp/Pulp Adjacent/Butcher is now set to x
2382 add_msg( _( "%s is now set to %s." ),
2383 get_options().get_option( "AUTO_PULP_BUTCHER" ).getMenuText(),
2384 get_options().get_option( "AUTO_PULP_BUTCHER" ).getValueName() );
2385 break;
2386
2388 get_options().get_option( "AUTO_MINING" ).setNext();
2389 get_options().save();
2390 //~ Auto Mining is now ON/OFF
2391 add_msg( _( "%s is now %s." ),
2392 get_options().get_option( "AUTO_MINING" ).getMenuText(),
2393 get_option<bool>( "AUTO_MINING" ) ? _( "ON" ) : _( "OFF" ) );
2394 break;
2395
2397 if( g->u.get_value( "THIEF_MODE" ) == "THIEF_ASK" ) {
2398 u.set_value( "THIEF_MODE", "THIEF_HONEST" );
2399 u.set_value( "THIEF_MODE_KEEP", "YES" );
2400 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2401 add_msg( _( "You will not pick up other peoples belongings." ) );
2402 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_HONEST" ) {
2403 u.set_value( "THIEF_MODE", "THIEF_STEAL" );
2404 u.set_value( "THIEF_MODE_KEEP", "YES" );
2405 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2406 add_msg( _( "You will pick up also those things that belong to others!" ) );
2407 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_STEAL" ) {
2408 u.set_value( "THIEF_MODE", "THIEF_ASK" );
2409 u.set_value( "THIEF_MODE_KEEP", "NO" );
2410 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2411 add_msg( _( "You will be reminded not to steal." ) );
2412 } else {
2413 // ERROR
2414 add_msg( _( "THIEF_MODE CONTAINED BAD VALUE [ %s ]!" ), g->u.get_value( "THIEF_MODE" ) );
2415 }
2416 break;
2417
2419 get_options().get_option( "AUTO_FORAGING" ).setNext();
2420 get_options().save();
2421 //~ Auto Foraging is now set to x
2422 add_msg( _( "%s is now set to %s." ),
2423 get_options().get_option( "AUTO_FORAGING" ).getMenuText(),
2424 get_options().get_option( "AUTO_FORAGING" ).getValueName() );
2425 break;
2426
2428 get_options().get_option( "AUTO_PICKUP" ).setNext();
2429 get_options().save();
2430 //~ Auto pickup is now set to x
2431 add_msg( _( "%s is now set to %s." ),
2432 get_options().get_option( "AUTO_PICKUP" ).getMenuText(),
2433 get_options().get_option( "AUTO_PICKUP" ).getValueName() );
2434 break;
2435
2438 break; //don't do anything when sharing and not debugger
2439 }
2440 display_scent();
2441 break;
2442
2445 break; //don't do anything when sharing and not debugger
2446 }
2447 display_scent();
2448 break;
2449
2452 break; //don't do anything when sharing and not debugger
2453 }
2455 break;
2458 break; //don't do anything when sharing and not debugger
2459 }
2461 break;
2464 break; //don't do anything when sharing and not debugger
2465 }
2467 break;
2468
2471 break; //don't do anything when sharing and not debugger
2472 }
2474 break;
2475
2478 break; //don't do anything when sharing and not debugger
2479 }
2481 break;
2482
2485 break; //don't do anything when sharing and not debugger
2486 }
2488 break;
2489
2491 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
2492 break;
2493
2496 break;
2497
2500 break; //don't do anything when sharing and not debugger
2501 }
2503 if( debug_mode ) {
2504 add_msg( m_info, _( "Debug mode ON!" ) );
2505 } else {
2506 add_msg( m_info, _( "Debug mode OFF!" ) );
2507 }
2508 break;
2509
2510 case ACTION_ZOOM_IN:
2511 zoom_in();
2513 break;
2514
2515 case ACTION_ZOOM_OUT:
2516 zoom_out();
2518 break;
2519
2520 case ACTION_ITEMACTION:
2522 break;
2523
2524 case ACTION_AUTOATTACK:
2526 break;
2527
2528 default:
2529 break;
2530 }
2531 }
2532 if( act != ACTION_TIMEOUT ) {
2533 u.mod_moves( -current_turn.moves_elapsed() );
2534 }
2535 gamemode->post_action( act );
2536
2537 u.movecounter = ( !u.is_dead_state() ? ( before_action_moves - u.moves ) : 0 );
2538 dbg( DL::Info ) << string_format( "%s: [%d] %d - %d = %d", action_ident( act ),
2539 to_turn<int>( calendar::turn ), before_action_moves, u.movecounter, u.moves );
2540 return ( !u.is_dead_state() );
2541}
cata::optional< std::string > press_x_if_bound(action_id act)
Definition: action.cpp:474
bool can_action_change_worldstate(const action_id act)
Lookup whether an action can affect the state of the game world.
Definition: action.cpp:352
action_id look_up_action(const std::string &ident)
Lookup an action ID by its unique string identifier.
Definition: action.cpp:423
action_id handle_main_menu()
Show in-game main menu.
Definition: action.cpp:947
point get_delta_from_movement_action(const action_id act, const iso_rotate rot)
Definition: action.cpp:512
action_id handle_action_menu()
Show the action menu.
Definition: action.cpp:660
@ ACTION_SAFEMODE
Open safemode manager.
Definition: action.h:267
@ ACTION_PEEK
Peek through something (e.g.
Definition: action.h:121
@ ACTION_OPEN
Open an item (e.g.
Definition: action.h:99
@ ACTION_CRAFT
Open crafting menu.
Definition: action.h:199
@ ACTION_DROP
Open the drop-item menu.
Definition: action.h:181
@ ACTION_READ
Open the read menu.
Definition: action.h:153
@ ACTION_TOGGLE_AUTO_PICKUP
Turn auto pickup on/off.
Definition: action.h:313
@ ACTION_MOVE_BACK_LEFT
Move towards bottom-left of screen / decelerate and steer left.
Definition: action.h:51
@ ACTION_ZOOM_IN
Zoom view out.
Definition: action.h:291
@ ACTION_EAT
Open the default consume item menu.
Definition: action.h:149
@ ACTION_SMASH
Smash something.
Definition: action.h:103
@ ACTION_ADVANCEDINV
Open the advanced inventory screen.
Definition: action.h:135
@ ACTION_QUICKSAVE
Quicksave the game.
Definition: action.h:227
@ ACTION_HELP
Display help screen.
Definition: action.h:253
@ ACTION_MESSAGES
Display messages screen.
Definition: action.h:251
@ ACTION_ZONES
Open the zone manager.
Definition: action.h:125
@ ACTION_TOGGLE_PIXEL_MINIMAP
Turn pixel minimap on/off.
Definition: action.h:297
@ ACTION_USE
Open the use menu.
Definition: action.h:141
@ ACTION_QUICKLOAD
Quickload the game.
Definition: action.h:229
@ ACTION_LIST_ITEMS
List items and monsters in a given square.
Definition: action.h:123
@ ACTION_DEBUG
Open debug menu.
Definition: action.h:281
@ ACTION_OPTIONS
Display options window.
Definition: action.h:261
@ ACTION_MOVE_FORTH
Move towards top of screen / accelerate.
Definition: action.h:41
@ ACTION_PICK_STYLE
Open the martial-arts style menu.
Definition: action.h:157
@ ACTION_CONSTRUCT
Open construct menu.
Definition: action.h:205
@ ACTION_MOVE_FORTH_RIGHT
Move towards top-right of screen / accelerate and steer right.
Definition: action.h:43
@ ACTION_SORT_ARMOR
Open the armor sorting menu.
Definition: action.h:189
@ ACTION_OPEN_CONSUME
Open the custom consume item menu.
Definition: action.h:151
@ ACTION_MORALE
Display morale effects screen.
Definition: action.h:249
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:24
@ ACTION_RESET_MOVE
Reset movement mode to walk
Definition: action.h:63
@ ACTION_CHAT
Chat with something.
Definition: action.h:117
@ ACTION_RELOAD_WIELDED
Attempt to reload wielded object.
Definition: action.h:163
@ ACTION_MOVE_DOWN
Descend a staircase.
Definition: action.h:57
@ ACTION_MISSIONS
Display missions screen.
Definition: action.h:243
@ ACTION_AUTONOTES
Open autonotes manager.
Definition: action.h:265
@ ACTION_WIELD
Open the wield menu.
Definition: action.h:155
@ ACTION_THROW
Open the throw menu.
Definition: action.h:169
@ ACTION_TOGGLE_AUTO_MINING
Turn auto mining on/off.
Definition: action.h:309
@ ACTION_INVENTORY
Open the primary inventory screen.
Definition: action.h:133
@ ACTION_TOGGLE_AUTOSAFE
Turn automatic triggering of safemode on/off.
Definition: action.h:217
@ ACTION_OPEN_MOVEMENT
Open movement mode menu.
Definition: action.h:69
@ ACTION_COMPARE
Open the item compare screen.
Definition: action.h:137
@ ACTION_SCORES
Display scores screen.
Definition: action.h:245
@ ACTION_BUTCHER
Butcher or disassemble objects in current square.
Definition: action.h:115
@ ACTION_SEC_SELECT
Click on a point with secondary mouse button (usually right button)
Definition: action.h:31
@ ACTION_TOGGLE_CROUCH
Toggle crouch on/off.
Definition: action.h:67
@ ACTION_TOGGLE_HOUR_TIMER
Toggle timing of the game hours.
Definition: action.h:329
@ ACTION_SELECT
Click on a point with primary mouse button (usually left button)
Definition: action.h:29
@ ACTION_MAIN_MENU
Display main menu.
Definition: action.h:255
@ ACTION_DISPLAY_SUBMAP_GRID
Toggle submap grid overlay.
Definition: action.h:327
@ ACTION_WAIT
Open wait menu.
Definition: action.h:197
@ ACTION_ACTIONMENU
Open the action menu.
Definition: action.h:293
@ ACTION_DISASSEMBLE
Open disassemble menu.
Definition: action.h:207
@ ACTION_LOOT
Sort out the loot.
Definition: action.h:127
@ ACTION_TOGGLE_FULLSCREEN
Toggle full-screen mode.
Definition: action.h:279
@ ACTION_MAP
Display over-map.
Definition: action.h:239
@ ACTION_MEND
Open the mending menu (e.g.
Definition: action.h:167
@ ACTION_TOGGLE_THIEF_MODE
Toggle permanent attitude to stealing.
Definition: action.h:219
@ ACTION_USE_WIELDED
Use currently wielded item.
Definition: action.h:143
@ ACTION_PL_INFO
Display player status screen.
Definition: action.h:237
@ ACTION_DISPLAY_SCENT_TYPE
Toggle scent type map.
Definition: action.h:285
@ ACTION_TOGGLE_AUTO_FORAGING
Turn auto foraging on/off.
Definition: action.h:311
@ ACTION_FIRE_BURST
Burst-fire the current weapon.
Definition: action.h:173
@ ACTION_BIONICS
Open the bionics menu.
Definition: action.h:185
@ ACTION_CONTROL_VEHICLE
Open vehicle control menu.
Definition: action.h:211
@ ACTION_SAVE
Save the game and quit.
Definition: action.h:225
@ ACTION_MOVE_UP
Ascend a staircase.
Definition: action.h:59
@ ACTION_TOGGLE_PANEL_ADM
Turn admin panel on/off.
Definition: action.h:299
@ ACTION_TOGGLE_AUTO_PULP_BUTCHER
Change auto pulp/butcher mode.
Definition: action.h:307
@ ACTION_TOGGLE_AUTO_TRAVEL_MODE
Turn auto travel mode on/off.
Definition: action.h:213
@ ACTION_COLOR
Open color manager.
Definition: action.h:269
@ ACTION_TIMEOUT
Input timeout.
Definition: action.h:39
@ ACTION_TOGGLE_RUN
Toggle run on/off.
Definition: action.h:65
@ ACTION_FACTIONS
Display factions screen.
Definition: action.h:247
@ ACTION_GRAB
Grab or let go of an object.
Definition: action.h:111
@ ACTION_MOVE_BACK
Move towards bottom of screen / decelerate.
Definition: action.h:49
@ ACTION_CAST_SPELL
Cast a spell (only if any spells are known)
Definition: action.h:179
@ ACTION_DIR_DROP
Drop items in a given direction.
Definition: action.h:183
@ ACTION_AUTOATTACK
Auto select and attack hostile creature within range.
Definition: action.h:191
@ ACTION_CYCLE_MOVE
Cycle run/walk/crouch mode.
Definition: action.h:61
@ ACTION_SKY
Show sky state for trying to predict weather.
Definition: action.h:241
@ ACTION_FIRE
Fire the wielded weapon, or open fire menu if none.
Definition: action.h:171
@ ACTION_PAUSE
Pause an on-going activity.
Definition: action.h:37
@ ACTION_MOVE_BACK_RIGHT
Move towards bottom-right of screen / decelerate and steer right.
Definition: action.h:47
@ ACTION_MUTATIONS
Open the mutations menu.
Definition: action.h:187
@ ACTION_HAUL
Haul pile of items, or let go of them.
Definition: action.h:113
@ ACTION_MOVE_RIGHT
Move / steer right.
Definition: action.h:45
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:209
@ ACTION_ITEMACTION
Open the item uses menu.
Definition: action.h:295
@ ACTION_MOVE_LEFT
Move / steer left.
Definition: action.h:53
@ ACTION_SELECT_DEFAULT_AMMO
Change default ammo for current weapon.
Definition: action.h:177
@ ACTION_AUTOPICKUP
Open autopickup manager.
Definition: action.h:263
@ ACTION_SUICIDE
Commit suicide.
Definition: action.h:231
@ NUM_ACTIONS
Not an action, serves as count of enumerated actions.
Definition: action.h:331
@ ACTION_ZOOM_OUT
Zoom view in.
Definition: action.h:289
@ ACTION_SELECT_FIRE_MODE
Change fire mode of the current weapon.
Definition: action.h:175
@ ACTION_UNLOAD
Open the unload item (e.g.
Definition: action.h:165
@ ACTION_RECRAFT
Repeat last craft command.
Definition: action.h:201
@ ACTION_TAKE_OFF
Open the take-off clothing selection menu.
Definition: action.h:147
@ ACTION_PICKUP_FEET
Pick up items from current square.
Definition: action.h:109
@ ACTION_TOGGLE_AUTO_FEATURES
Turn auto features on/off.
Definition: action.h:305
@ ACTION_WORLD_MODS
Open active world mods.
Definition: action.h:271
@ ACTION_TOGGLE_DEBUG_MODE
Toggle debug mode.
Definition: action.h:287
@ ACTION_ORGANIZE
Swap inventory letters.
Definition: action.h:139
@ ACTION_MOVE_FORTH_LEFT
Move towards top-left of screen / accelerate and steer left.
Definition: action.h:55
@ ACTION_RELOAD_TILESET
Reload current tileset.
Definition: action.h:303
@ ACTION_CLOSE
Close an item (e.g.
Definition: action.h:101
@ ACTION_RELOAD_WEAPON
Attempt to reload wielded weapon, then fall back to the load item select menu.
Definition: action.h:161
@ ACTION_RELOAD_ITEM
Open the load item (e.g.
Definition: action.h:159
@ ACTION_PICKUP
Pick up items from current/adjacent squares.
Definition: action.h:107
@ ACTION_LONGCRAFT
Open batch crafting menu.
Definition: action.h:203
@ ACTION_DISTRACTION_MANAGER
Open distraction manager.
Definition: action.h:273
@ ACTION_WEAR
Open the wear clothing selection menu.
Definition: action.h:145
@ ACTION_DIARY
Display diary window.
Definition: action.h:257
void create_advanced_inv()
auto_notes::auto_note_settings & get_auto_notes_settings()
Definition: auto_note.cpp:386
auto_pickup::player_settings & get_auto_pickup()
Definition: auto_pickup.cpp:38
const bodypart_str_id body_part_head("head")
bool tile_iso
Using isometric tileset.
bool debug_mode
Extended debugging mode, can be toggled during game.
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:367
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1525
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2561
void place_corpse()
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9951
bool has_destination_activity() const
bool is_auto_moving() const
void start_destination_activity()
action_id get_next_auto_move_direction()
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9965
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:145
void dismount()
Definition: character.cpp:1247
item weapon
Definition: character.h:1521
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1331
std::string get_value(const std::string &key) const
Definition: creature.cpp:1341
void mod_moves(int nmoves)
Definition: creature.cpp:1408
void cycle_move_mode()
Definition: avatar.cpp:1180
void toggle_map_memory()
Definition: avatar.cpp:121
void toggle_crouch_mode()
Definition: avatar.cpp:1164
void toggle_run_mode()
Definition: avatar.cpp:1155
void disp_morale()
Provides the window and detailed morale data.
Definition: avatar.cpp:995
void reset_move_mode()
Definition: avatar.cpp:1173
static void show_diary_ui(diary *c_diary)
Definition: diary_ui.cpp:164
void item_action_menu()
void display_radiation()
Definition: game.cpp:11355
void list_missions()
Definition: mission_ui.cpp:22
input_context get_player_input(std::string &action)
bool try_get_left_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2402
void set_safe_mode(safe_mode_type mode)
Definition: game.cpp:8733
void pickup_feet()
Definition: game.cpp:5744
void zones_manager()
Definition: game.cpp:6212
int turnssincelastmon
Definition: game.h:1047
void display_visibility()
Definition: game.cpp:11269
void display_scent()
Definition: game.cpp:11234
bool save()
Returns false if saving failed.
Definition: game.cpp:2897
void butcher()
Definition: game.cpp:8415
void display_temperature()
Definition: game.cpp:11255
bool auto_travel_mode
Definition: game.h:1044
void zoom_out()
Definition: game.cpp:7162
void toggle_pixel_minimap()
Definition: game.cpp:516
void toggle_debug_hour_timer()
Definition: game.cpp:11301
void display_transparency()
Definition: game.cpp:11362
void list_items_monsters()
Definition: game.cpp:7339
cata::optional< tripoint > look_around(bool force_3d=false)
Definition: game.cpp:6687
void chat()
Definition: npctalk.cpp:394
void quickload()
Definition: game.cpp:11397
void pickup()
Definition: game.cpp:5722
void vertical_move(int z, bool force, bool peeking=false)
Moves the player vertically.
Definition: game.cpp:10082
void open_consume_item_menu()
void display_lighting()
Definition: game.cpp:11329
void control_vehicle()
Definition: game.cpp:5292
void peek()
Definition: game.cpp:5751
void drop()
Definition: game.cpp:8153
bool try_get_right_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2430
bool check_safe_mode_allowed(bool repeat_safe_mode_warnings=true)
Check whether movement is allowed according to safe mode settings.
Definition: game.cpp:8671
void zoom_in()
Definition: game.cpp:7174
void toggle_fullscreen()
Definition: game.cpp:506
void display_vehicle_ai()
Definition: game.cpp:11262
void reload_tileset()
Definition: game.cpp:527
void mark_main_ui_adaptor_resize() const
Definition: game.cpp:3145
void drop_in_direction()
Definition: game.cpp:8158
void display_help()
Definition: help.cpp:140
cata::optional< tripoint > get_coordinates(const catacurses::window &capture_win_)
Get the coordinates associated with the last mouse click (if any).
Definition: input.cpp:1338
input_event get_raw_input()
Temporary method to retrieve the raw input received, so that input_contexts can be used in screens wh...
Definition: input.cpp:1299
action_id display_menu(bool permit_execute_action=false)
Displays the possible actions in the current context and their keybindings.
Definition: input.cpp:999
std::string get_keyname(int ch, input_event_t inp_type, bool portable=false) const
Get the key name associated with the given keyboard keycode.
Definition: input.cpp:415
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6388
void gun_cycle_mode()
Switch to the next available firing mode.
Definition: item.cpp:7779
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4727
bool is_gunmod() const
Definition: item.cpp:6418
std::map< gun_mode_id, gun_mode > gun_all_modes() const
Get all possible modes for this gun inclusive of any attached gunmods.
Definition: item.cpp:7698
bool gun_set_mode(const gun_mode_id &mode)
Try to set the mode for a gun, returning false if no such mode is possible.
Definition: item.cpp:7770
bool is_outside(const tripoint &p) const
Definition: map.cpp:2563
std::vector< tripoint > route(const tripoint &f, const tripoint &t, const pathfinding_settings &settings, const std::set< tripoint > &pre_closed={{ }}) const
Calculate the best path using A*.
const tripoint & pos() const override
Definition: monster.cpp:256
short ignoring
Definition: monster.h:508
cOpt & get_option(const std::string &name)
Definition: options.cpp:3372
std::string show(bool ingame=false, bool world_options_only=false, const std::function< bool()> &on_quit=nullptr)
Definition: options.cpp:2754
void show_adm()
Definition: panels.cpp:2282
void pause()
Definition: player.cpp:609
void craft(const tripoint &loc=tripoint_zero)
Start various types of crafts.
Definition: crafting.cpp:340
void sort_armor()
Draws the UI and handles player input for the armor re-ordering window.
void power_mutations()
Definition: mutation_ui.cpp:89
void use_wielded()
Uses the current wielded weapon.
Definition: player.cpp:3058
int movecounter
Definition: player.h:603
void power_bionics()
Generates and handles the UI for player interaction with installed bionics.
Definition: bionics_ui.cpp:528
void recraft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:351
void long_craft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:360
void add_rule(const std::string &rule_in, Creature::Attitude attitude_in, int proximity_in, rule_state state_in)
void show()
Definition: safemode_ui.cpp:39
int moves_elapsed()
#define all_colors
Definition: color.h:15
cata::optional< construction_id > construction_menu(const bool blueprint)
@ Info
Information (default: enabled).
@ RULE_WHITELISTED
Definition: enums.h:53
@ SAFE_MODE_OFF
Definition: game.h:77
@ QUIT_SAVED
Definition: game.h:70
static void open_movement_mode_menu()
static void smash()
static void open()
#define dbg(x)
static void takeoff()
static void read()
static void wait()
static const efftype_id effect_laserlocked("laserlocked")
static void rcdrive(const point &d)
static void wear()
static void close()
static const bionic_id bio_remote("bio_remote")
static void pldrive(const tripoint &p)
static void haul()
static const trait_id trait_SHELL2("SHELL2")
static const trait_id trait_PROF_CHURL("PROF_CHURL")
static void cast_spell()
static void loot()
static void fire()
static void grab()
static void sleep()
static const itype_id itype_radiocontrol("radiocontrol")
help & get_help()
Definition: help.cpp:30
bool isDebugger()
Definition: mapsharing.cpp:65
bool isCompetitive()
Definition: mapsharing.cpp:35
void reload_wielded(bool prompt=false)
Reload wielded item.
void reload_item()
Prompt to reload some item.
void use_item(avatar &you, item_location &loc)
bool eat_here(avatar &you)
void wield()
Prompt to wield some item.
void autoattack(avatar &you, map &m)
void eat(avatar &you)
Eat food or fuel 'E' (or 'a')
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void plthrow(avatar &you, item_location loc, const cata::optional< tripoint > &blind_throw_from_pos=cata::nullopt)
void reload_weapon(bool try_everything=true)
Reload a wielded gun/tool.
void mend(avatar &you, item_location loc)
void unload(avatar &you)
Prompts to unload some item.
void disp_info(Character &ch)
Handles and displays detailed character info for the '@' screen.
void debug()
void close_door(map &m, Character &who, const tripoint &closep)
Handles deducting moves, printing messages (only non-NPCs cause messages), actually closing it,...
Definition: gates.cpp:256
void compare(player &p, const cata::optional< tripoint > &offset)
void common(avatar &you)
void swap_letters(player &p)
void prompt_select_default_ammo_for(avatar &u, const item &w)
Prompts to select default ammo compatible with provided gun.
Definition: ranged.cpp:3754
void display_visible_weather()
Display overmap like with display() and display the weather that is within line of sight.
void display()
Display overmap centered at the player's position.
options_manager & get_options()
Definition: options.cpp:142
T get_option(const std::string &name)
Definition: options.h:368
static constexpr point point_south_west
Definition: point.h:281
static constexpr point point_north_east
Definition: point.h:277
static constexpr point point_north_west
Definition: point.h:283
An instance of an input, like a keypress etc.
Definition: input.h:95
std::vector< int > sequence
Definition: input.h:101
int get_first_input() const
Definition: input.cpp:100
input_event_t type
Definition: input.h:96
void handbrake()

References _, Creature::A_ANY, achievements_tracker_ptr, act, action, ACTION_ACTIONMENU, ACTION_ADVANCEDINV, ACTION_AUTOATTACK, ACTION_AUTONOTES, ACTION_AUTOPICKUP, ACTION_BIONICS, ACTION_BUTCHER, ACTION_CAST_SPELL, ACTION_CENTER, ACTION_CHAT, ACTION_CLOSE, ACTION_COLOR, ACTION_COMPARE, ACTION_CONSTRUCT, ACTION_CONTROL_VEHICLE, ACTION_CRAFT, ACTION_CYCLE_MOVE, ACTION_DEBUG, ACTION_DIARY, ACTION_DIR_DROP, ACTION_DISASSEMBLE, ACTION_DISPLAY_LIGHTING, ACTION_DISPLAY_RADIATION, ACTION_DISPLAY_SCENT, ACTION_DISPLAY_SCENT_TYPE, ACTION_DISPLAY_SUBMAP_GRID, ACTION_DISPLAY_TEMPERATURE, ACTION_DISPLAY_TRANSPARENCY, ACTION_DISPLAY_VEHICLE_AI, ACTION_DISPLAY_VISIBILITY, ACTION_DISTRACTION_MANAGER, ACTION_DROP, ACTION_EAT, ACTION_EXAMINE, ACTION_FACTIONS, ACTION_FIRE, ACTION_FIRE_BURST, ACTION_GRAB, ACTION_HAUL, ACTION_HELP, action_ident(), ACTION_IGNORE_ENEMY, ACTION_INVENTORY, ACTION_ITEMACTION, ACTION_KEYBINDINGS, ACTION_LIST_ITEMS, ACTION_LONGCRAFT, ACTION_LOOK, ACTION_LOOT, ACTION_MAIN_MENU, ACTION_MAP, ACTION_MEND, ACTION_MESSAGES, ACTION_MISSIONS, ACTION_MORALE, ACTION_MOVE_BACK, ACTION_MOVE_BACK_LEFT, ACTION_MOVE_BACK_RIGHT, ACTION_MOVE_DOWN, ACTION_MOVE_FORTH, ACTION_MOVE_FORTH_LEFT, ACTION_MOVE_FORTH_RIGHT, ACTION_MOVE_LEFT, ACTION_MOVE_RIGHT, ACTION_MOVE_UP, ACTION_MUTATIONS, ACTION_NULL, ACTION_OPEN, ACTION_OPEN_CONSUME, ACTION_OPEN_MOVEMENT, ACTION_OPTIONS, ACTION_ORGANIZE, ACTION_PAUSE, ACTION_PEEK, ACTION_PICK_STYLE, ACTION_PICKUP, ACTION_PICKUP_FEET, ACTION_PL_INFO, ACTION_QUICKLOAD, ACTION_QUICKSAVE, ACTION_READ, ACTION_RECRAFT, ACTION_RELOAD_ITEM, ACTION_RELOAD_TILESET, ACTION_RELOAD_WEAPON, ACTION_RELOAD_WIELDED, ACTION_RESET_MOVE, ACTION_SAFEMODE, ACTION_SAVE, ACTION_SCORES, ACTION_SEC_SELECT, ACTION_SELECT, ACTION_SELECT_DEFAULT_AMMO, ACTION_SELECT_FIRE_MODE, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_SKY, ACTION_SLEEP, ACTION_SMASH, ACTION_SORT_ARMOR, ACTION_SUICIDE, ACTION_TAKE_OFF, ACTION_THROW, ACTION_TIMEOUT, ACTION_TOGGLE_AUTO_FEATURES, ACTION_TOGGLE_AUTO_FORAGING, ACTION_TOGGLE_AUTO_MINING, ACTION_TOGGLE_AUTO_PICKUP, ACTION_TOGGLE_AUTO_PULP_BUTCHER, ACTION_TOGGLE_AUTO_TRAVEL_MODE, ACTION_TOGGLE_AUTOSAFE, ACTION_TOGGLE_CROUCH, ACTION_TOGGLE_DEBUG_MODE, ACTION_TOGGLE_FULLSCREEN, ACTION_TOGGLE_HOUR_TIMER, ACTION_TOGGLE_MAP_MEMORY, ACTION_TOGGLE_PANEL_ADM, ACTION_TOGGLE_PIXEL_MINIMAP, ACTION_TOGGLE_RUN, ACTION_TOGGLE_SAFEMODE, ACTION_TOGGLE_THIEF_MODE, ACTION_UNLOAD, ACTION_USE, ACTION_USE_WIELDED, ACTION_WAIT, ACTION_WEAR, ACTION_WHITELIST_ENEMY, ACTION_WIELD, ACTION_WORLD_MODS, ACTION_ZONES, ACTION_ZOOM_IN, ACTION_ZOOM_OUT, add_msg(), safemode::add_rule(), all_colors, Character::apply_damage(), auto_travel_mode, avatar_action::autoattack(), bio_remote, body_part_head, butcher(), can_action_change_worldstate(), cast_spell(), chat(), check_safe_mode_allowed(), Character::clear_destination(), close(), doors::close_door(), game_menus::inv::common(), game_menus::inv::compare(), construction_menu(), control_vehicle(), Character::controlling_vehicle, player::craft(), create_advanced_inv(), avatar::cycle_move_mode(), dbg, debug_menu::debug(), debug_mode, destination_preview, crafting::disassemble(), Character::dismount(), character_display::disp_info(), avatar::disp_morale(), ui::omap::display(), help::display_help(), display_lighting(), input_context::display_menu(), Messages::display_messages(), item::display_name(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), display_visibility(), ui::omap::display_visible_weather(), driving_view_offset, drop(), drop_in_direction(), avatar_action::eat(), avatar_action::eat_here(), effect_laserlocked, examine(), faction_manager_ptr, fire(), avatar_action::fire_wielded_weapon(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), avatar::get_avatar_diary(), input_context::get_coordinates(), get_delta_from_movement_action(), get_distraction_manager(), input_event::get_first_input(), get_help(), input_manager::get_keyname(), get_kill_tracker(), panel_manager::get_manager(), avatar::get_mon_visible(), Character::get_next_auto_move_direction(), options_manager::get_option(), get_option(), get_options(), Character::get_path_avoid(), Character::get_pathfinding_settings(), get_player_input(), input_context::get_raw_input(), get_safemode(), Creature::get_value(), grab(), item::gun_all_modes(), item::gun_cycle_mode(), item::gun_set_mode(), handbrake(), handle_action_menu(), handle_main_menu(), Character::has_active_bionic(), Character::has_active_item(), Character::has_active_mutation(), Character::has_destination(), Character::has_destination_activity(), Creature::has_effect(), Character::has_trait(), haul(), monster::ignoring, Character::in_vehicle, Info, inp_mngr, Character::is_armed(), Character::is_auto_moving(), player::is_dead_state(), item::is_gun(), item::is_gunmod(), Character::is_mounted(), map::is_outside(), MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), item_action_menu(), itype_radiocontrol, list_items_monsters(), list_missions(), player::long_craft(), look_around(), look_up_action(), loot(), m, m_bad, m_info, m_warning, mark_main_ui_adaptor_resize(), Character::martial_arts_data, avatar_action::mend(), MF_RIDEABLE_MECH, Creature::mod_moves(), mostseen, Character::mounted_creature, avatar_action::move(), player::movecounter, Creature::moves, user_turn::moves_elapsed(), om_direction::name(), monster_visible_info::new_seen_mon, no, cata::nullopt, NUM_ACTIONS, open(), open_consume_item_menu(), open_movement_mode_menu(), player::pause(), peek(), pickup(), pickup_feet(), Character::place_corpse(), pldrive(), avatar_action::plthrow(), point_east, point_north, point_north_east, point_north_west, point_south, point_south_east, point_south_west, point_west, point_zero, Character::pos(), monster::pos(), Character::posx(), Character::posy(), Character::posz(), player::power_bionics(), player::power_mutations(), press_x(), press_x_if_bound(), ranged::prompt_select_default_ammo_for(), query_yn(), quickload(), quicksave(), QUIT_DIED, QUIT_SAVED, QUIT_SUICIDE, QUIT_WATCH, rcdrive(), read(), player::recraft(), avatar_action::reload_item(), reload_tileset(), avatar_action::reload_weapon(), avatar_action::reload_wielded(), remoteveh(), Creature::remove_effect(), avatar::reset_move_mode(), rl_dist(), map::route(), RULE_WHITELISTED, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, safe_mode_warning_logged, save(), options_manager::save(), Character::sees(), SEEX, input_event::sequence, Character::set_destination(), set_safe_mode(), Creature::set_value(), options_manager::cOpt::setNext(), auto_pickup::player_settings::show(), distraction_manager::distraction_manager_gui::show(), safemode::show(), options_manager::show(), panel_manager::show_adm(), diary::show_diary_ui(), auto_notes::auto_note_settings::show_gui(), show_scores_ui(), sleep(), smash(), player::sort_armor(), Character::start_destination_activity(), stats(), string_format(), game_menus::inv::swap_letters(), takeoff(), tile_iso, avatar::toggle_crouch_mode(), toggle_debug_hour_timer(), toggle_fullscreen(), avatar::toggle_map_memory(), toggle_pixel_minimap(), avatar::toggle_run_mode(), trait_PROF_CHURL, trait_SHELL2, tripoint_above, tripoint_below, try_get_left_click_action(), try_get_right_click_action(), calendar::turn, turnssincelastmon, input_event::type, u, avatar_action::unload(), uquit, avatar_action::use_item(), use_tiles, player::use_wielded(), user_action_counter, map::veh_at(), vertical_move(), player::view_offset, w_terrain, wait(), Character::weapon, wear(), avatar_action::wield(), world_generator, point::x, tripoint::x, point::y, tripoint::y, yes, zones_manager(), zoom_in(), and zoom_out().

Referenced by do_turn().

◆ handle_key_blocking_activity()

void game::handle_key_blocking_activity ( )
private

Definition at line 2081 of file game.cpp.

2082{
2084 const std::string action = ctxt.handle_input( 0 );
2085 bool refresh = true;
2086 if( action == "pause" ) {
2088 cancel_activity_query( _( "Confirm:" ) );
2089 }
2090 } else if( action == "player_data" ) {
2092 } else if( action == "messages" ) {
2094 } else if( action == "help" ) {
2096 } else if( action != "HELP_KEYBINDINGS" ) {
2097 refresh = false;
2098 }
2099 if( refresh ) {
2102 }
2103}
bool cancel_activity_query(const std::string &text)
Asks if the player wants to cancel their activity, and if so cancels it.
Definition: game.cpp:1865
const std::string & handle_input()
Handles input and returns the next action in the queue.
Definition: input.cpp:854
bool interruptable_with_kb
Controls whether this activity can be cancelled with 'pause' action.
void refresh()

References _, action, Character::activity, cancel_activity_query(), character_display::disp_info(), help::display_help(), Messages::display_messages(), get_default_mode_input_context(), get_help(), input_context::handle_input(), player_activity::interruptable_with_kb, ui_manager::redraw(), catacurses::refresh(), refresh_display(), and u.

Referenced by process_voluntary_act_interrupt().

◆ handle_mouseview()

bool game::handle_mouseview ( input_context ctxt,
std::string &  action 
)
private

Definition at line 2107 of file game.cpp.

2108{
2109 cata::optional<tripoint> liveview_pos;
2110
2111 do {
2112 action = ctxt.handle_input();
2113 if( action == "MOUSE_MOVE" ) {
2114 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
2115 if( mouse_pos && ( !liveview_pos || *mouse_pos != *liveview_pos ) ) {
2116 liveview_pos = mouse_pos;
2117 liveview.show( *liveview_pos );
2118 } else if( !mouse_pos ) {
2119 liveview_pos.reset();
2120 liveview.hide();
2121 }
2123 }
2124 } while( action == "MOUSE_MOVE" ); // Freeze animation when moving the mouse
2125
2126 if( action != "TIMEOUT" ) {
2127 // Keyboard event, break out of animation loop
2128 liveview.hide();
2129 return false;
2130 }
2131
2132 // Mouse movement or un-handled key
2133 return true;
2134}
void reset() noexcept
Definition: optional.h:158
void hide()
Definition: live_view.cpp:33
void show(const tripoint &p)
Definition: live_view.cpp:38

References action, input_context::get_coordinates(), input_context::handle_input(), live_view::hide(), liveview, ui_manager::redraw(), cata::optional< T >::reset(), live_view::show(), and w_terrain.

Referenced by get_player_input().

◆ has_gametype()

bool game::has_gametype ( ) const

Definition at line 639 of file game.cpp.

640{
641 return gamemode && gamemode->id() != SGAME_NULL;
642}

References gamemode, and SGAME_NULL.

◆ init_autosave()

void game::init_autosave ( )
private

Definition at line 11369 of file game.cpp.

11370{
11372 last_save_timestamp = time( nullptr );
11373}

References last_save_timestamp, and moves_since_last_save.

Referenced by load(), and start_game().

◆ inv_map_splice()

item_location game::inv_map_splice ( item_filter  filter,
const std::string &  title,
int  radius = 0,
const std::string &  none_message = "" 
)

Custom-filtered menu for inventory and nearby items and those that within specified radius.

Definition at line 397 of file game_inventory.cpp.

399{
401 title, radius, none_message );
402}
static item_location_filter convert_filter(const item_filter &filter)
static item_location inv_internal(player &u, const inventory_selector_preset &preset, const std::string &title, int radius, const std::string &none_message, const std::string &hint=std::string())
std::string title(holiday current_holiday)
Definition: path_info.cpp:334

References convert_filter(), inv_internal(), PATH_INFO::title(), and u.

◆ invalidate_main_ui_adaptor()

void game::invalidate_main_ui_adaptor ( ) const

◆ is_core_data_loaded()

bool game::is_core_data_loaded ( ) const

Returns whether the core data is currently loaded.

Definition at line 439 of file game.cpp.

440{
442}
bool is_data_finalized() const
Returns whether the data is finalized and ready to be utilized.
Definition: init.h:167

References DynamicDataLoader::get_instance(), and DynamicDataLoader::is_data_finalized().

◆ is_dangerous_tile()

bool game::is_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8801 of file game.cpp.

8802{
8803 return !( get_dangerous_tile( dest_loc ).empty() );
8804}
std::vector< std::string > get_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8823

References get_dangerous_tile().

Referenced by walk_move().

◆ is_empty()

bool game::is_empty ( const tripoint p)

Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.

Definition at line 4977 of file game.cpp.

4978{
4979 return ( m.passable( p ) || m.has_flag( "LIQUID", p ) ) &&
4980 critter_at( p ) == nullptr;
4981}

References critter_at(), map::has_flag(), m, and map::passable().

Referenced by grabbed_furn_move(), monmove(), place_player(), and update_stair_monsters().

◆ is_game_over()

bool game::is_game_over ( )
private

Definition at line 2475 of file game.cpp.

2476{
2477 if( uquit == QUIT_WATCH ) {
2478 // deny player movement and dodging
2479 u.moves = 0;
2480 // prevent pain from updating
2481 u.set_pain( 0 );
2482 // prevent dodging
2483 u.dodges_left = 0;
2484 return false;
2485 }
2486 if( uquit == QUIT_DIED ) {
2487 if( u.in_vehicle ) {
2488 m.unboard_vehicle( u.pos() );
2489 }
2490 u.place_corpse();
2491 return true;
2492 }
2493 if( uquit == QUIT_SUICIDE ) {
2494 if( u.in_vehicle ) {
2495 m.unboard_vehicle( u.pos() );
2496 }
2497 return true;
2498 }
2499 if( uquit != QUIT_NO ) {
2500 return true;
2501 }
2502 // is_dead_state() already checks hp_torso && hp_head, no need to for loop it
2503 if( u.is_dead_state() ) {
2505 if( get_option<std::string>( "DEATHCAM" ) == "always" ) {
2506 uquit = QUIT_WATCH;
2507 } else if( get_option<std::string>( "DEATHCAM" ) == "ask" ) {
2508 uquit = query_yn( _( "Watch the last moments of your life…?" ) ) ?
2510 } else if( get_option<std::string>( "DEATHCAM" ) == "never" ) {
2511 uquit = QUIT_DIED;
2512 } else {
2513 // Something funky happened here, just die.
2514 dbg( DL::Error ) << "no deathcam option given to options, defaulting to QUIT_DIED";
2515 uquit = QUIT_DIED;
2516 }
2517 return is_game_over();
2518 }
2519 return false;
2520}
int dodges_left
Definition: character.h:559
void set_pain(int npain) override
Sets new intensity of pain an reacts to it.
Definition: player.cpp:972
@ Error
Error (default: enabled).
#define dbg(x)
Definition: game.cpp:194
void deactivate()
Definition: messages.cpp:357

References _, dbg, Messages::deactivate(), Character::dodges_left, Error, Character::in_vehicle, player::is_dead_state(), is_game_over(), m, Creature::moves, Character::place_corpse(), Character::pos(), query_yn(), QUIT_DIED, QUIT_NO, QUIT_SUICIDE, QUIT_WATCH, player::set_pain(), u, map::unboard_vehicle(), and uquit.

Referenced by do_turn(), and is_game_over().

◆ is_hostile_nearby()

Creature * game::is_hostile_nearby ( )

Definition at line 3736 of file game.cpp.

3737{
3738 int distance = ( get_option<int>( "SAFEMODEPROXIMITY" ) <= 0 ) ? MAX_VIEW_DISTANCE :
3739 get_option<int>( "SAFEMODEPROXIMITY" );
3740 return is_hostile_within( distance );
3741}
Creature * is_hostile_within(int distance)
Definition: game.cpp:3748

References is_hostile_within(), and MAX_VIEW_DISTANCE.

◆ is_hostile_very_close()

Creature * game::is_hostile_very_close ( )

Definition at line 3743 of file game.cpp.

3744{
3746}
static constexpr int DANGEROUS_PROXIMITY
Definition: game.cpp:196

References DANGEROUS_PROXIMITY, and is_hostile_within().

Referenced by butcher(), and process_voluntary_act_interrupt().

◆ is_hostile_within()

Creature * game::is_hostile_within ( int  distance)
private

Definition at line 3748 of file game.cpp.

3749{
3750 for( auto &critter : u.get_visible_creatures( distance ) ) {
3751 if( u.attitude_to( *critter ) == Creature::A_HOSTILE ) {
3752 return critter;
3753 }
3754 }
3755
3756 return nullptr;
3757}
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
std::vector< Creature * > get_visible_creatures(int range) const
Returns all creatures that this player can see and that are in the given range.
@ A_HOSTILE
Definition: creature.h:169

References Creature::A_HOSTILE, Character::attitude_to(), Character::get_visible_creatures(), and u.

Referenced by is_hostile_nearby(), and is_hostile_very_close().

◆ is_in_sunlight()

bool game::is_in_sunlight ( const tripoint p)

Returns true if p is outdoors and it is sunny.

Definition at line 4983 of file game.cpp.

4984{
4985 return weather::is_in_sunlight( m, p, get_weather().weather_id );
4986}
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162

References get_weather, weather::is_in_sunlight(), and m.

Referenced by process_artifact().

◆ is_in_viewport()

bool game::is_in_viewport ( const tripoint p,
int  margin = 0 
) const

Definition at line 3382 of file game.cpp.

3383{
3384 const tripoint diff( u.pos() + u.view_offset - p );
3385
3386 return ( std::abs( diff.x ) <= getmaxx( w_terrain ) / 2 - margin ) &&
3387 ( std::abs( diff.y ) <= getmaxy( w_terrain ) / 2 - margin );
3388}

References catacurses::getmaxx(), catacurses::getmaxy(), Character::pos(), u, player::view_offset, w_terrain, tripoint::x, and tripoint::y.

◆ is_sheltered()

bool game::is_sheltered ( const tripoint p)

Returns true if p is indoors, underground, or in a car.

Definition at line 4988 of file game.cpp.

4989{
4990 return weather::is_sheltered( m, p );
4991}
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153

References weather::is_sheltered(), and m.

◆ is_zones_manager_open()

bool game::is_zones_manager_open ( ) const

Definition at line 6142 of file game.cpp.

6143{
6144 return zones_manager_open;
6145}
bool zones_manager_open
Is Zone manager open or not - changes graphics of some zone tiles.
Definition: game.h:1079

References zones_manager_open.

◆ item_action_menu()

void game::item_action_menu ( )
private

Definition at line 231 of file item_action.cpp.

232{
233 const auto &gen = item_action_generator::generator();
234 const action_map &item_actions = gen.get_item_action_map();
235
236 // HACK: A bit of a hack for now. If more pseudos get implemented, this should be un-hacked
237 std::vector<item *> pseudos;
238 item toolset( "toolset", calendar::turn );
239 if( u.has_active_bionic( bio_tools ) ) {
240 pseudos.push_back( &toolset );
241 }
242 item bio_claws_item( static_cast<std::string>( bio_claws_weapon ), calendar::turn );
243 if( u.has_active_bionic( bio_claws ) ) {
244 pseudos.push_back( &bio_claws_item );
245 }
246
247 item_action_map iactions = gen.map_actions_to_items( u, pseudos );
248 if( iactions.empty() ) {
249 popup( _( "You don't have any items with registered uses" ) );
250 }
251
252 uilist kmenu;
253 kmenu.text = _( "Execute which action?" );
254 kmenu.input_category = "ITEM_ACTIONS";
255 input_context ctxt( "ITEM_ACTIONS" );
256 for( const auto &id : item_actions ) {
257 ctxt.register_action( id.first, id.second.name );
258 kmenu.additional_actions.emplace_back( id.first, id.second.name );
259 }
260 actmenu_cb callback( item_actions );
261 kmenu.callback = &callback;
262 int num = 0;
263
264 const auto assigned_action = [&iactions]( const item_action_id & action ) {
265 return iactions.find( action ) != iactions.end();
266 };
267
268 std::vector<std::tuple<item_action_id, std::string, std::string>> menu_items;
269 // Sorts menu items by action.
270 using Iter = decltype( menu_items )::iterator;
271 const auto sort_menu = []( Iter from, Iter to ) {
272 std::sort( from, to, []( const std::tuple<item_action_id, std::string, std::string> &lhs,
273 const std::tuple<item_action_id, std::string, std::string> &rhs ) {
274 return std::get<1>( lhs ).compare( std::get<1>( rhs ) ) < 0;
275 } );
276 };
277 // Add mapped actions to the menu vector.
278 std::transform( iactions.begin(), iactions.end(), std::back_inserter( menu_items ),
279 []( const std::pair<item_action_id, item *> &elem ) {
280 std::string ss = elem.second->display_name();
281 if( elem.second->ammo_required() ) {
282 ss += string_format( " (%d/%d)", elem.second->ammo_required(), elem.second->ammo_remaining() );
283 }
284
285 const auto method = elem.second->get_use( elem.first );
286 if( method ) {
287 return std::make_tuple( method->get_type(), method->get_name(), ss );
288 } else {
289 return std::make_tuple( errstring, std::string( "NO USE FUNCTION" ), ss );
290 }
291 } );
292 // Sort mapped actions.
293 sort_menu( menu_items.begin(), menu_items.end() );
294 // Add unmapped but binded actions to the menu vector.
295 for( const auto &elem : item_actions ) {
296 if( key_bound_to( ctxt, elem.first ) != '\0' && !assigned_action( elem.first ) ) {
297 menu_items.emplace_back( elem.first, gen.get_action_name( elem.first ), "-" );
298 }
299 }
300 // Sort unmapped actions.
301 auto iter = menu_items.begin();
302 std::advance( iter, iactions.size() );
303 sort_menu( iter, menu_items.end() );
304 // Determine max lengths, to print the menu nicely.
305 std::pair<int, int> max_len;
306 for( const auto &elem : menu_items ) {
307 max_len.first = std::max( max_len.first, utf8_width( std::get<1>( elem ), true ) );
308 max_len.second = std::max( max_len.second, utf8_width( std::get<2>( elem ), true ) );
309 }
310 // Fill the menu.
311 for( const auto &elem : menu_items ) {
312 std::string ss;
313 ss += std::get<1>( elem );
314 ss += std::string( max_len.first - utf8_width( std::get<1>( elem ), true ), ' ' );
315 ss += std::string( 4, ' ' );
316
317 ss += std::get<2>( elem );
318 ss += std::string( max_len.second - utf8_width( std::get<2>( elem ), true ), ' ' );
319
320 const char bind = key_bound_to( ctxt, std::get<0>( elem ) );
321 const bool enabled = assigned_action( std::get<0>( elem ) );
322
323 kmenu.addentry( num, enabled, bind, ss );
324 num++;
325 }
326
327 kmenu.query();
328 if( kmenu.ret < 0 || kmenu.ret >= static_cast<int>( iactions.size() ) ) {
329 return;
330 }
331
332 const item_action_id action = std::get<0>( menu_items[kmenu.ret] );
333 item *it = iactions[action];
334
335 u.invoke_item( it, action );
336
337 u.inv.restack( u );
338 u.inv.unsort();
339}
inventory inv
Definition: character.h:1519
bool invoke_item(item *, const tripoint &pt) override
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: avatar.cpp:1249
void restack(player &p)
Definition: inventory.cpp:399
void unsort()
Definition: inventory.cpp:227
static item_action_generator & generator()
Definition: item_action.h:32
std::string input_category
Definition: ui.h:325
std::vector< std::pair< std::string, translation > > additional_actions
Definition: ui.h:326
static char key_bound_to(const input_context &ctxt, const item_action_id &act)
Definition: item_action.cpp:47
static const bionic_id bio_claws("bio_claws")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_claws_weapon("bio_claws_weapon")
std::string item_action_id
Definition: item_action.h:16
std::map< item_action_id, item_action > action_map
Definition: item_action.h:18
std::map< item_action_id, item * > item_action_map
Definition: item_action.h:17

References _, action, uilist::additional_actions, bio_claws, bio_claws_weapon, bio_tools, uilist::callback, item_action_generator::generator(), Character::has_active_bionic(), uilist::input_category, num, popup(), input_context::register_action(), second, uilist::text, iexamine::transform(), calendar::turn, and u.

Referenced by handle_action().

◆ knockback() [1/2]

void game::knockback ( const tripoint s,
const tripoint t,
int  force,
int  stun,
int  dam_mult,
Creature source 
)

Definition at line 4400 of file game.cpp.

4402{
4403 std::vector<tripoint> traj;
4404 traj.clear();
4405 traj = line_to( s, t, 0, 0 );
4406 traj.insert( traj.begin(), s ); // how annoying, line_to() doesn't include the originating point!
4407 traj = continue_line( traj, force );
4408 traj.insert( traj.begin(), t ); // how annoying, continue_line() doesn't either!
4409
4410 knockback( traj, stun, dam_mult, source );
4411}
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
std::vector< tripoint > continue_line(const std::vector< tripoint > &line, const int distance)
Definition: line.cpp:408

References continue_line(), knockback(), and line_to().

Referenced by forced_door_closing(), and knockback().

◆ knockback() [2/2]

void game::knockback ( std::vector< tripoint > &  traj,
int  stun,
int  dam_mult,
Creature source = nullptr 
)

Definition at line 4417 of file game.cpp.

4419{
4420 // TODO: make the force parameter actually do something.
4421 // the header file says higher force causes more damage.
4422 // perhaps that is what it should do?
4423
4424 // TODO: refactor this so it's not copy/pasted 3 times
4425 tripoint tp = traj.front();
4426 if( !critter_at( tp ) ) {
4427 debugmsg( _( "Nothing at (%d,%d,%d) to knockback!" ), tp.x, tp.y, tp.z );
4428 return;
4429 }
4430 std::size_t force_remaining = traj.size();
4431 if( monster *const targ = critter_at<monster>( tp, true ) ) {
4432 if( stun > 0 ) {
4433 targ->add_effect( effect_stunned, 1_turns * stun );
4434 add_msg( _( "%s was stunned!" ), targ->name() );
4435 }
4436 for( size_t i = 1; i < traj.size(); i++ ) {
4437 if( m.impassable( traj[i].xy() ) || m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) {
4438 targ->setpos( traj[i - 1] );
4439 force_remaining = traj.size() - i;
4440 if( stun != 0 ) {
4441 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4442 add_msg( _( "%s was stunned!" ), targ->name() );
4443 add_msg( _( "%s slammed into an obstacle!" ), targ->name() );
4444 targ->apply_damage( source, bodypart_id( "torso" ), dam_mult * force_remaining );
4445 targ->check_dead_state();
4446 }
4447 m.bash( traj[i], 2 * dam_mult * force_remaining );
4448 break;
4449 } else if( critter_at( traj[i] ) ) {
4450 targ->setpos( traj[i - 1] );
4451 force_remaining = traj.size() - i;
4452 if( stun != 0 ) {
4453 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4454 add_msg( _( "%s was stunned!" ), targ->name() );
4455 }
4456 traj.erase( traj.begin(), traj.begin() + i );
4457 if( critter_at<monster>( traj.front() ) ) {
4458 add_msg( _( "%s collided with something else and sent it flying!" ),
4459 targ->name() );
4460 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4461 if( guy->male ) {
4462 add_msg( _( "%s collided with someone else and sent him flying!" ),
4463 targ->name() );
4464 } else {
4465 add_msg( _( "%s collided with someone else and sent her flying!" ),
4466 targ->name() );
4467 }
4468 } else if( u.pos() == traj.front() ) {
4469 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name() );
4470 }
4471 knockback( traj, stun, dam_mult, source );
4472 break;
4473 }
4474 targ->setpos( traj[i] );
4475 if( m.has_flag( "LIQUID", targ->pos() ) && targ->can_drown() && !targ->is_dead() ) {
4476 targ->die( source );
4477 if( u.sees( *targ ) ) {
4478 add_msg( _( "The %s drowns!" ), targ->name() );
4479 }
4480 }
4481 if( !m.has_flag( "LIQUID", targ->pos() ) && targ->has_flag( MF_AQUATIC ) &&
4482 !targ->is_dead() ) {
4483 targ->die( source );
4484 if( u.sees( *targ ) ) {
4485 add_msg( _( "The %s flops around and dies!" ), targ->name() );
4486 }
4487 }
4488 tp = traj[i];
4489 }
4490 } else if( npc *const targ = critter_at<npc>( tp ) ) {
4491 if( stun > 0 ) {
4492 targ->add_effect( effect_stunned, 1_turns * stun );
4493 add_msg( _( "%s was stunned!" ), targ->name );
4494 }
4495 for( size_t i = 1; i < traj.size(); i++ ) {
4496 if( m.impassable( traj[i].xy() ) ||
4497 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4498 targ->setpos( traj[i - 1] );
4499 force_remaining = traj.size() - i;
4500 if( stun != 0 ) {
4501 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4502 if( targ->has_effect( effect_stunned ) ) {
4503 add_msg( _( "%s was stunned!" ), targ->name );
4504 }
4505
4506 std::array<bodypart_id, 8> bps = {{
4507 bodypart_id( "head" ),
4508 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4509 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4510 bodypart_id( "torso" ),
4511 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4512 }
4513 };
4514 for( const bodypart_id &bp : bps ) {
4515 if( one_in( 2 ) ) {
4516 targ->deal_damage( source, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4517 }
4518 }
4519 targ->check_dead_state();
4520 }
4521 m.bash( traj[i], 2 * dam_mult * force_remaining );
4522 break;
4523 } else if( critter_at( traj[i] ) ) {
4524 targ->setpos( traj[i - 1] );
4525 force_remaining = traj.size() - i;
4526 if( stun != 0 ) {
4527 add_msg( _( "%s was stunned!" ), targ->name );
4528 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4529 }
4530 traj.erase( traj.begin(), traj.begin() + i );
4531 const tripoint &traj_front = traj.front();
4532 if( critter_at<monster>( traj_front ) ) {
4533 add_msg( _( "%s collided with something else and sent it flying!" ),
4534 targ->name );
4535 } else if( npc *const guy = critter_at<npc>( traj_front ) ) {
4536 if( guy->male ) {
4537 add_msg( _( "%s collided with someone else and sent him flying!" ),
4538 targ->name );
4539 } else {
4540 add_msg( _( "%s collided with someone else and sent her flying!" ),
4541 targ->name );
4542 }
4543 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y &&
4545 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) ) {
4546 add_msg( _( "%s collided with you, and barely dislodges your tentacles!" ), targ->name );
4547 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y ) {
4548 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name );
4549 }
4550 knockback( traj, stun, dam_mult, source );
4551 break;
4552 }
4553 targ->setpos( traj[i] );
4554 tp = traj[i];
4555 }
4556 } else if( u.pos() == tp ) {
4557 if( stun > 0 ) {
4558 u.add_effect( effect_stunned, 1_turns * stun );
4559 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4560 "You were stunned for %d turns!",
4561 stun ),
4562 stun );
4563 }
4564 for( size_t i = 1; i < traj.size(); i++ ) {
4565 if( m.impassable( traj[i] ) ||
4566 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4567 u.setpos( traj[i - 1] );
4568 force_remaining = traj.size() - i;
4569 if( stun != 0 ) {
4570 if( u.has_effect( effect_stunned ) ) {
4571 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4572 "You were stunned AGAIN for %d turns!",
4573 force_remaining ),
4574 force_remaining );
4575 } else {
4576 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4577 "You were stunned for %d turns!",
4578 force_remaining ),
4579 force_remaining );
4580 }
4581 u.add_effect( effect_stunned, 1_turns * force_remaining );
4582 std::array<bodypart_id, 8> bps = {{
4583 bodypart_id( "head" ),
4584 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4585 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4586 bodypart_id( "torso" ),
4587 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4588 }
4589 };
4590 for( const bodypart_id &bp : bps ) {
4591 if( one_in( 2 ) ) {
4592 u.deal_damage( source, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4593 }
4594 }
4596 }
4597 m.bash( traj[i], 2 * dam_mult * force_remaining );
4598 break;
4599 } else if( critter_at( traj[i] ) ) {
4600 u.setpos( traj[i - 1] );
4601 force_remaining = traj.size() - i;
4602 if( stun != 0 ) {
4603 if( u.has_effect( effect_stunned ) ) {
4604 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4605 "You were stunned AGAIN for %d turns!",
4606 force_remaining ),
4607 force_remaining );
4608 } else {
4609 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4610 "You were stunned for %d turns!",
4611 force_remaining ),
4612 force_remaining );
4613 }
4614 u.add_effect( effect_stunned, 1_turns * force_remaining );
4615 }
4616 traj.erase( traj.begin(), traj.begin() + i );
4617 if( critter_at<monster>( traj.front() ) ) {
4618 add_msg( _( "You collided with something and sent it flying!" ) );
4619 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4620 if( guy->male ) {
4621 add_msg( _( "You collided with someone and sent him flying!" ) );
4622 } else {
4623 add_msg( _( "You collided with someone and sent her flying!" ) );
4624 }
4625 }
4626 knockback( traj, stun, dam_mult, source );
4627 break;
4628 }
4629 if( m.has_flag( "LIQUID", u.pos() ) && force_remaining == 0 ) {
4630 avatar_action::swim( m, u, u.pos() );
4631 } else {
4632 u.setpos( traj[i] );
4633 }
4634
4635 tp = traj[i];
4636 }
4637 }
4638}
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8940
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8468
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:980
@ DT_BASH
Definition: damage.h:24
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const efftype_id effect_stunned("stunned")
@ MF_AQUATIC
Definition: mtype.h:89
void swim(map &m, avatar &you, const tripoint &p)
Handles swimming by the player.
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_effect(), add_msg(), map::bash(), Creature::check_dead_state(), critter_at(), Character::deal_damage(), debugmsg, DT_BASH, effect_stunned, Character::footwear_factor(), Creature::has_effect(), map::has_flag(), Character::has_trait(), map::impassable(), knockback(), m, m_bad, MF_AQUATIC, map::obstructed_by_vehicle_rotation(), one_in(), Character::pos(), Character::posx(), Character::posy(), Character::sees(), Character::setpos(), avatar_action::swim(), trait_LEG_TENT_BRACE, u, vgettext(), tripoint::x, tripoint::y, and tripoint::z.

◆ light_level()

unsigned char game::light_level ( int  zlev) const

Returns coarse number-of-squares of visibility at the current light level.

Used by monster and NPC AI.

Definition at line 3715 of file game.cpp.

3716{
3717 const float light = natural_light_level( zlev );
3718 return LIGHT_RANGE( light );
3719}
float natural_light_level(int zlev) const
Definition: game.cpp:3655
#define LIGHT_RANGE(b)
Definition: lightmap.h:41

References light, LIGHT_RANGE, and natural_light_level().

Referenced by calc_driving_offset(), and update_overmap_seen().

◆ list_active_characters()

std::vector< std::string > game::list_active_characters ( )

Returns a list of currently active character saves.

Definition at line 2922 of file game.cpp.

2923{
2924 std::vector<std::string> saves;
2925 for( auto &worldsave : world_generator->active_world->world_saves ) {
2926 saves.push_back( worldsave.player_name() );
2927 }
2928 return saves;
2929}

References world_generator.

Referenced by cleanup_at_end().

◆ list_items()

game::vmenu_ret game::list_items ( const std::vector< map_item_stack > &  item_list)
private

Definition at line 7384 of file game.cpp.

7385{
7386 std::vector<map_item_stack> ground_items = item_list;
7387 int iInfoHeight = 0;
7388 int iMaxRows = 0;
7389 int width = 0;
7390 int max_name_width = 0;
7391
7392 //find max length of item name and resize window width
7393 for( const map_item_stack &cur_item : ground_items ) {
7394 const int item_len = utf8_width( remove_color_tags( cur_item.example->display_name() ) ) + 15;
7395 if( item_len > max_name_width ) {
7396 max_name_width = item_len;
7397 }
7398 }
7399
7400 tripoint active_pos;
7401 map_item_stack *activeItem = nullptr;
7402
7403 catacurses::window w_items;
7404 catacurses::window w_items_border;
7405 catacurses::window w_item_info;
7406
7407 ui_adaptor ui;
7408 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7409 iInfoHeight = std::min( 25, TERMY / 2 );
7410 iMaxRows = TERMY - iInfoHeight - 2;
7411
7412 width = clamp( max_name_width, 45, TERMX / 3 );
7413
7414 const int offsetX = TERMX - width;
7415
7416 w_items = catacurses::newwin( TERMY - 2 - iInfoHeight,
7417 width - 2, point( offsetX + 1, 1 ) );
7418 w_items_border = catacurses::newwin( TERMY - iInfoHeight,
7419 width, point( offsetX, 0 ) );
7420 w_item_info = catacurses::newwin( iInfoHeight, width,
7421 point( offsetX, TERMY - iInfoHeight ) );
7422
7423 if( activeItem ) {
7424 centerlistview( active_pos, width );
7425 }
7426
7427 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7428 } );
7429 ui.mark_resize();
7430
7431 // use previously selected sorting method
7432 bool sort_radius = uistate.list_item_sort != 2;
7433 bool addcategory = !sort_radius;
7434
7435 // reload filter/priority settings on the first invocation, if they were active
7436 if( !uistate.list_item_init ) {
7439 }
7442 }
7445 }
7446 uistate.list_item_init = true;
7447 }
7448
7449 //this stores only those items that match our filter
7450 std::vector<map_item_stack> filtered_items =
7451 !sFilter.empty() ? filter_item_stacks( ground_items, sFilter ) : ground_items;
7452 int highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7453 int lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7454 int iItemNum = ground_items.size();
7455
7456 const tripoint stored_view_offset = u.view_offset;
7457
7459
7460 int iActive = 0; // Item index that we're looking at
7461 bool refilter = true;
7462 int page_num = 0;
7463 int iCatSortNum = 0;
7464 int iScrollPos = 0;
7465 std::map<int, std::string> mSortCategory;
7466
7467 std::string action;
7468 input_context ctxt( "LIST_ITEMS" );
7469 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7470 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7471 ctxt.register_action( "LEFT", to_translation( "Previous item" ) );
7472 ctxt.register_action( "RIGHT", to_translation( "Next item" ) );
7473 ctxt.register_action( "PAGE_DOWN" );
7474 ctxt.register_action( "PAGE_UP" );
7475 ctxt.register_action( "NEXT_TAB" );
7476 ctxt.register_action( "PREV_TAB" );
7477 ctxt.register_action( "HELP_KEYBINDINGS" );
7478 ctxt.register_action( "QUIT" );
7479 ctxt.register_action( "FILTER" );
7480 ctxt.register_action( "RESET_FILTER" );
7481 ctxt.register_action( "EXAMINE" );
7482 ctxt.register_action( "COMPARE" );
7483 ctxt.register_action( "PRIORITY_INCREASE" );
7484 ctxt.register_action( "PRIORITY_DECREASE" );
7485 ctxt.register_action( "SORT" );
7486 ctxt.register_action( "TRAVEL_TO" );
7487
7489
7490 ui.on_redraw( [&]( const ui_adaptor & ) {
7491 reset_item_list_state( w_items_border, iInfoHeight, sort_radius );
7492
7493 if( ground_items.empty() ) {
7494 wnoutrefresh( w_items_border );
7495 mvwprintz( w_items, point( 2, 10 ), c_white, _( "You don't see any items around you!" ) );
7496 } else {
7497 int iStartPos = 0;
7498 werase( w_items );
7499 calcStartPos( iStartPos, iActive, iMaxRows, iItemNum );
7500 int iNum = 0;
7501 bool high = false;
7502 bool low = false;
7503 int index = 0;
7504 int iCatSortOffset = 0;
7505
7506 for( int i = 0; i < iStartPos; i++ ) {
7507 if( !mSortCategory[i].empty() ) {
7508 iNum++;
7509 }
7510 }
7511 for( auto iter = filtered_items.begin(); iter != filtered_items.end(); ++index ) {
7512 if( highPEnd > 0 && index < highPEnd + iCatSortOffset ) {
7513 high = true;
7514 low = false;
7515 } else if( index >= lowPStart + iCatSortOffset ) {
7516 high = false;
7517 low = true;
7518 } else {
7519 high = false;
7520 low = false;
7521 }
7522
7523 if( iNum >= iStartPos && iNum < iStartPos + ( iMaxRows > iItemNum ? iItemNum : iMaxRows ) ) {
7524 int iThisPage = 0;
7525 if( !mSortCategory[iNum].empty() ) {
7526 iCatSortOffset++;
7527 mvwprintz( w_items, point( 1, iNum - iStartPos ), c_magenta, mSortCategory[iNum] );
7528 } else {
7529 if( iNum == iActive ) {
7530 iThisPage = page_num;
7531 }
7532 std::string sText;
7533 if( iter->vIG.size() > 1 ) {
7534 sText += string_format( "[%d/%d] (%d) ", iThisPage + 1, iter->vIG.size(), iter->totalcount );
7535 }
7536 sText += iter->example->tname();
7537 if( iter->vIG[iThisPage].count > 1 ) {
7538 sText += string_format( "[%d]", iter->vIG[iThisPage].count );
7539 }
7540
7541 nc_color col = c_light_green;
7542 if( iNum != iActive ) {
7543 if( high ) {
7544 col = c_yellow;
7545 } else if( low ) {
7546 col = c_red;
7547 } else {
7548 col = iter->example->color_in_inventory();
7549 }
7550 }
7551 trim_and_print( w_items, point( 1, iNum - iStartPos ), width - 9, col, sText );
7552 const int numw = iItemNum > 9 ? 2 : 1;
7553 const int x = iter->vIG[iThisPage].pos.x;
7554 const int y = iter->vIG[iThisPage].pos.y;
7555 mvwprintz( w_items, point( width - 6 - numw, iNum - iStartPos ),
7556 iNum == iActive ? c_light_green : c_light_gray,
7557 "%*d %s", numw, rl_dist( point_zero, point( x, y ) ),
7559 ++iter;
7560 }
7561 } else {
7562 ++iter;
7563 }
7564 iNum++;
7565 }
7566 iNum = 0;
7567 for( int i = 0; i < iActive; i++ ) {
7568 if( !mSortCategory[i].empty() ) {
7569 iNum++;
7570 }
7571 }
7572 mvwprintz( w_items_border, point( ( width - 9 ) / 2 + ( iItemNum > 9 ? 0 : 1 ), 0 ),
7573 c_light_green, " %*d", iItemNum > 9 ? 2 : 1, iItemNum > 0 ? iActive - iNum + 1 : 0 );
7574 wprintz( w_items_border, c_white, " / %*d ", iItemNum > 9 ? 2 : 1, iItemNum - iCatSortNum );
7575 werase( w_item_info );
7576
7577 if( iItemNum > 0 && activeItem ) {
7578 std::vector<iteminfo> vThisItem;
7579 std::vector<iteminfo> vDummy;
7580 activeItem->example->info( true, vThisItem );
7581
7582 item_info_data dummy( "", "", vThisItem, vDummy, iScrollPos );
7583 dummy.without_getch = true;
7584 dummy.without_border = true;
7585
7586 draw_item_info( w_item_info, dummy );
7587 }
7588 draw_scrollbar( w_items_border, iActive, iMaxRows, iItemNum, point_south );
7589 wnoutrefresh( w_items_border );
7590 }
7591
7592 const bool bDrawLeft = ground_items.empty() || filtered_items.empty() || !activeItem || filter_type;
7593 draw_custom_border( w_item_info, bDrawLeft, true, true, true, LINE_XXXO, LINE_XOXX, true, true );
7594
7595 if( iItemNum > 0 && activeItem ) {
7596 // print info window title: < item name >
7597 mvwprintw( w_item_info, point( 2, 0 ), "< " );
7598 trim_and_print( w_item_info, point( 4, 0 ), width - 8, activeItem->example->color_in_inventory(),
7599 activeItem->example->display_name() );
7600 wprintw( w_item_info, " >" );
7601 }
7602
7603 wnoutrefresh( w_items );
7604 wnoutrefresh( w_item_info );
7605
7606 if( filter_type ) {
7607 draw_item_filter_rules( w_item_info, 0, iInfoHeight - 1, filter_type.value() );
7608 }
7609 } );
7610
7611 cata::optional<tripoint> trail_start;
7612 cata::optional<tripoint> trail_end;
7613 bool trail_end_x = false;
7614 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7615 trail_end_x );
7616 add_draw_callback( trail_cb );
7617
7618 do {
7619 if( action == "COMPARE" && activeItem ) {
7620 game_menus::inv::compare( u, active_pos );
7621 } else if( action == "FILTER" ) {
7622 filter_type = item_filter_type::FILTER;
7623 ui.invalidate_ui();
7625 .title( _( "Filter:" ) )
7626 .width( 55 )
7627 .description( _( "UP: history, CTRL-U: clear line, ESC: abort, ENTER: save" ) )
7628 .identifier( "item_filter" )
7629 .max_length( 256 )
7630 .edit( sFilter );
7631 refilter = true;
7632 addcategory = !sort_radius;
7634 filter_type = cata::nullopt;
7635 } else if( action == "RESET_FILTER" ) {
7636 sFilter.clear();
7637 filtered_items = ground_items;
7638 refilter = true;
7640 addcategory = !sort_radius;
7641 } else if( action == "EXAMINE" && !filtered_items.empty() && activeItem ) {
7642 std::vector<iteminfo> vThisItem;
7643 std::vector<iteminfo> vDummy;
7644 activeItem->example->info( true, vThisItem );
7645
7646 item_info_data info_data( activeItem->example->tname(), activeItem->example->type_name(), vThisItem,
7647 vDummy );
7648 info_data.handle_scrolling = true;
7649
7651 return catacurses::newwin( TERMY, width - 5, point_zero );
7652 }, info_data );
7653 } else if( action == "PRIORITY_INCREASE" ) {
7654 filter_type = item_filter_type::HIGH_PRIORITY;
7655 ui.invalidate_ui();
7657 .title( _( "High Priority:" ) )
7658 .width( 55 )
7660 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7661 .identifier( "list_item_priority" )
7662 .max_length( 256 )
7663 .query_string();
7664 refilter = true;
7665 addcategory = !sort_radius;
7667 filter_type = cata::nullopt;
7668 } else if( action == "PRIORITY_DECREASE" ) {
7669 filter_type = item_filter_type::LOW_PRIORITY;
7670 ui.invalidate_ui();
7672 .title( _( "Low Priority:" ) )
7673 .width( 55 )
7675 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7676 .identifier( "list_item_downvote" )
7677 .max_length( 256 )
7678 .query_string();
7679 refilter = true;
7680 addcategory = !sort_radius;
7682 filter_type = cata::nullopt;
7683 } else if( action == "SORT" ) {
7684 if( sort_radius ) {
7685 sort_radius = false;
7686 addcategory = true;
7687 uistate.list_item_sort = 2; // list is sorted by category
7688 } else {
7689 sort_radius = true;
7690 uistate.list_item_sort = 1; // list is sorted by distance
7691 }
7692 highPEnd = -1;
7693 lowPStart = -1;
7694 iCatSortNum = 0;
7695
7696 mSortCategory.clear();
7697 refilter = true;
7698 } else if( action == "TRAVEL_TO" && activeItem ) {
7699 if( !u.sees( u.pos() + active_pos ) ) {
7700 add_msg( _( "You can't see that destination." ) );
7701 }
7702 auto route = m.route( u.pos(), u.pos() + active_pos, u.get_pathfinding_settings(),
7703 u.get_path_avoid() );
7704 if( route.size() > 1 ) {
7705 route.pop_back();
7706 u.set_destination( route );
7707 break;
7708 } else {
7709 add_msg( m_info, _( "You can't travel there." ) );
7710 }
7711 }
7712 if( uistate.list_item_sort == 1 ) {
7713 ground_items = item_list;
7714 } else if( uistate.list_item_sort == 2 ) {
7715 std::sort( ground_items.begin(), ground_items.end(), map_item_stack::map_item_stack_sort );
7716 }
7717
7718 if( refilter ) {
7719 refilter = false;
7720 filtered_items = filter_item_stacks( ground_items, sFilter );
7721 highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7722 lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7723 iActive = 0;
7724 page_num = 0;
7725 iItemNum = filtered_items.size();
7726 }
7727
7728 if( addcategory ) {
7729 addcategory = false;
7730 iCatSortNum = 0;
7731 mSortCategory.clear();
7732 if( highPEnd > 0 ) {
7733 mSortCategory[0] = _( "HIGH PRIORITY" );
7734 iCatSortNum++;
7735 }
7736 std::string last_cat_name;
7737 for( int i = std::max( 0, highPEnd );
7738 i < std::min( lowPStart, static_cast<int>( filtered_items.size() ) ); i++ ) {
7739 const std::string &cat_name = filtered_items[i].example->get_category().name();
7740 if( cat_name != last_cat_name ) {
7741 mSortCategory[i + iCatSortNum++] = cat_name;
7742 last_cat_name = cat_name;
7743 }
7744 }
7745 if( lowPStart < static_cast<int>( filtered_items.size() ) ) {
7746 mSortCategory[lowPStart + iCatSortNum++] = _( "LOW PRIORITY" );
7747 }
7748 if( !mSortCategory[0].empty() ) {
7749 iActive++;
7750 }
7751 iItemNum = static_cast<int>( filtered_items.size() ) + iCatSortNum;
7752 }
7753
7754 if( action == "UP" ) {
7755 do {
7756 iActive--;
7757
7758 } while( !mSortCategory[iActive].empty() );
7759 iScrollPos = 0;
7760 page_num = 0;
7761 if( iActive < 0 ) {
7762 iActive = iItemNum - 1;
7763 }
7764 } else if( action == "DOWN" ) {
7765 do {
7766 iActive++;
7767
7768 } while( !mSortCategory[iActive].empty() );
7769 iScrollPos = 0;
7770 page_num = 0;
7771 if( iActive >= iItemNum ) {
7772 iActive = mSortCategory[0].empty() ? 0 : 1;
7773 }
7774 } else if( action == "RIGHT" ) {
7775 if( !filtered_items.empty() && activeItem ) {
7776 if( ++page_num >= static_cast<int>( activeItem->vIG.size() ) ) {
7777 page_num = activeItem->vIG.size() - 1;
7778 }
7779 }
7780 } else if( action == "LEFT" ) {
7781 page_num = std::max( 0, page_num - 1 );
7782 } else if( action == "PAGE_UP" ) {
7783 iScrollPos--;
7784 } else if( action == "PAGE_DOWN" ) {
7785 iScrollPos++;
7786 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7787 u.view_offset = stored_view_offset;
7789 }
7790
7791 active_pos = tripoint_zero;
7792 activeItem = nullptr;
7793
7794 if( mSortCategory[iActive].empty() ) {
7795 auto iter = filtered_items.begin();
7796 for( int iNum = 0; iter != filtered_items.end() && iNum < iActive; iNum++ ) {
7797 if( mSortCategory[iNum].empty() ) {
7798 ++iter;
7799 }
7800 }
7801 if( iter != filtered_items.end() ) {
7802 active_pos = iter->vIG[page_num].pos;
7803 activeItem = &( *iter );
7804 }
7805 }
7806
7807 if( activeItem ) {
7808 centerlistview( active_pos, width );
7809 trail_start = u.pos();
7810 trail_end = u.pos() + active_pos;
7811 // Actually accessed from the terrain overlay callback `trail_cb` in the
7812 // call to `ui_manager::redraw`.
7813 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7814 trail_end_x = true;
7815 } else {
7816 u.view_offset = stored_view_offset;
7817 trail_start = trail_end = cata::nullopt;
7818 }
7820
7822
7823 action = ctxt.handle_input();
7824 } while( action != "QUIT" );
7825
7826 u.view_offset = stored_view_offset;
7827 return game::vmenu_ret::QUIT;
7828}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:145
std::string list_item_upvote
Definition: game.h:1057
std::string list_item_downvote
Definition: game.h:1058
std::string sFilter
Definition: game.h:1056
void reset_item_list_state(const catacurses::window &window, int height, bool bRadiusSort)
Definition: game.cpp:7271
std::string info(bool showtext=false) const
Return all the information about the item and its type.
Definition: item.cpp:1104
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4042
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9699
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4465
static bool map_item_stack_sort(const map_item_stack &lhs, const map_item_stack &rhs)
std::vector< item_group > vIG
const item * example
string_input_popup & identifier(const std::string &value)
An identifier to be used to store / get the input history.
string_input_popup & text(const std::string &value)
Set / get the text that can be modified by the user.
void edit(std::string &value)
Edit values in place.
string_input_popup & width(int value)
Width (in console cells) of the input field itself.
string_input_popup & description(const std::string &value)
Additional help text, shown below the input box.
string_input_popup & title(const std::string &value)
The title: short string before the actual input field.
std::string list_item_priority
Definition: uistate.h:120
int list_item_sort
Definition: uistate.h:117
bool list_item_downvote_active
Definition: uistate.h:123
bool list_item_init
Definition: uistate.h:125
bool list_item_filter_active
Definition: uistate.h:122
std::string list_item_filter
Definition: uistate.h:118
bool list_item_priority_active
Definition: uistate.h:124
std::string list_item_downvote
Definition: uistate.h:119
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
static shared_ptr_fast< game::draw_callback_t > create_trail_callback(const cata::optional< tripoint > &trail_start, const cata::optional< tripoint > &trail_end, const bool &trail_end_x)
Definition: game.cpp:3235
uistatedata uistate
Definition: game.cpp:277
static void centerlistview(const tripoint &active_item_position, int ui_width)
Definition: game.cpp:7116
std::string direction_name_short(const direction dir)
Definition: line.cpp:533
int list_filter_high_priority(std::vector< map_item_stack > &stack, const std::string &priorities)
std::vector< map_item_stack > filter_item_stacks(const std::vector< map_item_stack > &stack, const std::string &filter)
int list_filter_low_priority(std::vector< map_item_stack > &stack, const int start, const std::string &priorities)
void mvwprintw(const window &win, const point &p, const std::string &text)
void wprintw(const window &win, const std::string &text)
void calcStartPos(int &iStartPos, const int iCurrentLine, const int iContentHeight, const int iNumEntries)
Definition: output.cpp:1507
void draw_item_filter_rules(const catacurses::window &win, int starty, int height, item_filter_type type)
Write some tips (such as precede items with - to exclude them) onto the window.
Definition: output.cpp:810
void draw_scrollbar(const catacurses::window &window, const int iCurrentLine, const int iContentHeight, const int iNumLines, const point &offset, nc_color bar_color, const bool bDoNotScrollToEnd)
Draw a scrollbar (Legacy function, use class scrollbar instead!)
Definition: output.cpp:1314
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
void draw_custom_border(const catacurses::window &w, const catacurses::chtype ls, const catacurses::chtype rs, const catacurses::chtype ts, const catacurses::chtype bs, const catacurses::chtype tl, const catacurses::chtype tr, const catacurses::chtype bl, const catacurses::chtype br, const nc_color FG, const point &pos, int height, int width)
Definition: output.cpp:524
void trim_and_print(const catacurses::window &w, const point &begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
input_event draw_item_info(const int iLeft, const int iWidth, const int iTop, const int iHeight, item_info_data &data)
Definition: output.cpp:793
#define LINE_XOXX
Definition: output.h:47
#define LINE_XXXO
Definition: output.h:45

References _, action, add_draw_callback(), add_msg(), c_light_gray, c_light_green, c_magenta, c_red, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, clamp(), item::color_in_inventory(), game_menus::inv::compare(), create_trail_callback(), string_input_popup::description(), direction_from(), direction_name_short(), item::display_name(), draw_custom_border(), draw_item_filter_rules(), draw_item_info(), draw_scrollbar(), string_input_popup::edit(), map_item_stack::example, FILTER, filter_item_stacks(), Character::get_path_avoid(), Character::get_pathfinding_settings(), input_context::handle_input(), item_info_data::handle_scrolling, high, HIGH_PRIORITY, string_input_popup::identifier(), item::info(), invalidate_main_ui_adaptor(), LINE_XOXX, LINE_XXXO, list_filter_high_priority(), list_filter_low_priority(), list_item_downvote, uistatedata::list_item_downvote, uistatedata::list_item_downvote_active, uistatedata::list_item_filter, uistatedata::list_item_filter_active, uistatedata::list_item_init, uistatedata::list_item_priority, uistatedata::list_item_priority_active, uistatedata::list_item_sort, list_item_upvote, LOW_PRIORITY, m, m_info, map_item_stack::map_item_stack_sort(), string_input_popup::max_length(), catacurses::mvwprintw(), mvwprintz(), catacurses::newwin(), cata::nullopt, point_south, point_zero, Character::pos(), string_input_popup::query_string(), QUIT, ui_manager::redraw(), input_context::register_action(), remove_color_tags(), reset_item_list_state(), rl_dist(), map::route(), Character::sees(), Character::set_destination(), sFilter, string_format(), TERMX, TERMY, string_input_popup::text(), string_input_popup::title(), item::tname(), to_translation(), trim_and_print(), tripoint_zero, item::type_name(), u, uistate, utf8_width(), cata::optional< T >::value(), player::view_offset, map_item_stack::vIG, catacurses::werase(), string_input_popup::width(), item_info_data::without_border, item_info_data::without_getch, catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ list_items_monsters()

void game::list_items_monsters ( )
private

Definition at line 7339 of file game.cpp.

7340{
7341 std::vector<Creature *> mons = u.get_visible_creatures( current_daylight_level( calendar::turn ) );
7342 // whole reality bubble
7343 const std::vector<map_item_stack> items = find_nearby_items( 60 );
7344
7345 if( mons.empty() && items.empty() ) {
7346 add_msg( m_info, _( "You don't see any items or monsters around you!" ) );
7347 return;
7348 }
7349
7350 std::sort( mons.begin(), mons.end(), [&]( const Creature * lhs, const Creature * rhs ) {
7351 const auto att_lhs = lhs->attitude_to( u );
7352 const auto att_rhs = rhs->attitude_to( u );
7353
7354 return att_lhs < att_rhs || ( att_lhs == att_rhs
7355 && rl_dist( u.pos(), lhs->pos() ) < rl_dist( u.pos(), rhs->pos() ) );
7356 } );
7357
7358 // If the current list is empty, switch to the non-empty list
7360 if( items.empty() ) {
7361 uistate.vmenu_show_items = false;
7362 }
7363 } else if( mons.empty() ) {
7365 }
7366
7369 while( true ) {
7370 ret = uistate.vmenu_show_items ? list_items( items ) : list_monsters( mons );
7373 } else {
7374 break;
7375 }
7376 }
7377
7378 if( ret == game::vmenu_ret::FIRE ) {
7380 }
7382}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
game::vmenu_ret list_monsters(const std::vector< Creature * > &monster_list)
Definition: game.cpp:7830
game::vmenu_ret list_items(const std::vector< map_item_stack > &item_list)
Definition: game.cpp:7384
vmenu_ret
Definition: game.h:795
std::vector< map_item_stack > find_nearby_items(int iRadius)
Definition: game.cpp:7039
void temp_exit_fullscreen()
Definition: game.cpp:553
void reenter_fullscreen()
Definition: game.cpp:563
bool vmenu_show_items
Definition: uistate.h:121

References _, add_msg(), CHANGE_TAB, current_daylight_level(), find_nearby_items(), FIRE, avatar_action::fire_wielded_weapon(), Character::get_visible_creatures(), list_items(), list_monsters(), m_info, reenter_fullscreen(), cata::hash64_detail::ret, temp_exit_fullscreen(), calendar::turn, u, uistate, and uistatedata::vmenu_show_items.

Referenced by handle_action(), and look_around().

◆ list_missions()

void game::list_missions ( )

Definition at line 22 of file mission_ui.cpp.

23{
24 catacurses::window w_missions;
25
26 enum class tab_mode : int {
27 TAB_ACTIVE = 0,
28 TAB_COMPLETED,
29 TAB_FAILED,
30 NUM_TABS,
31 FIRST_TAB = 0,
32 LAST_TAB = NUM_TABS - 1
33 };
34 tab_mode tab = tab_mode::FIRST_TAB;
35 size_t selection = 0;
36 int entries_per_page = 0;
37 input_context ctxt( "MISSIONS" );
38 ctxt.register_cardinal();
39 ctxt.register_action( "CONFIRM" );
40 ctxt.register_action( "QUIT" );
41 ctxt.register_action( "HELP_KEYBINDINGS" );
42
44 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
46
47 // content ranges from y=3 to FULL_SCREEN_HEIGHT - 2
48 entries_per_page = FULL_SCREEN_HEIGHT - 4;
49
50 ui.position_from_window( w_missions );
51 } );
52 ui.mark_resize();
53
54 std::vector<mission *> umissions;
55
56 ui.on_redraw( [&]( const ui_adaptor & ) {
57 werase( w_missions );
58 // entries_per_page * page number
59 const int top_of_page = entries_per_page * ( selection / entries_per_page );
60 const int bottom_of_page =
61 std::min( top_of_page + entries_per_page - 1, static_cast<int>( umissions.size() ) - 1 );
62
63 for( int i = 3; i < FULL_SCREEN_HEIGHT - 1; i++ ) {
64 mvwputch( w_missions, point( 30, i ), BORDER_COLOR, LINE_XOXO );
65 }
66
67 const std::vector<std::pair<tab_mode, std::string>> tabs = {
68 { tab_mode::TAB_ACTIVE, _( "ACTIVE MISSIONS" ) },
69 { tab_mode::TAB_COMPLETED, _( "COMPLETED MISSIONS" ) },
70 { tab_mode::TAB_FAILED, _( "FAILED MISSIONS" ) },
71 };
72 draw_tabs( w_missions, tabs, tab );
73 draw_border_below_tabs( w_missions );
74
75 mvwputch( w_missions, point( 30, 2 ), BORDER_COLOR,
76 tab == tab_mode::TAB_COMPLETED ? ' ' : LINE_OXXX ); // ^|^
77 mvwputch( w_missions, point( 30, FULL_SCREEN_HEIGHT - 1 ), BORDER_COLOR, LINE_XXOX ); // _|_
78
79 draw_scrollbar( w_missions, selection, entries_per_page, umissions.size(), point( 0, 3 ) );
80
81 for( int i = top_of_page; i <= bottom_of_page; i++ ) {
82 const auto miss = umissions[i];
83 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
84 const int y = i - top_of_page + 3;
85 trim_and_print( w_missions, point( 1, y ), 28,
86 static_cast<int>( selection ) == i ? hilite( col ) : col,
87 miss->name() );
88 }
89
90 if( selection < umissions.size() ) {
91 const auto miss = umissions[selection];
92 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
93 std::string for_npc;
94 if( miss->get_npc_id().is_valid() ) {
95 npc *guy = g->find_npc( miss->get_npc_id() );
96 if( guy ) {
97 for_npc = string_format( _( " for %s" ), guy->disp_name() );
98 }
99 }
100
101 int y = 3;
102 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, col,
103 miss->name() + for_npc );
104
105 auto format_tokenized_description = []( const std::string & description,
106 const std::vector<std::pair<int, itype_id>> &rewards ) {
107 std::string formatted_description = description;
108 for( const auto &reward : rewards ) {
109 std::string token = "<reward_count:" + reward.second.str() + ">";
110 formatted_description = replace_all( formatted_description, token,
111 string_format( "%d", reward.first ) );
112 }
113 return formatted_description;
114 };
115
116 y++;
117 if( !miss->get_description().empty() ) {
118 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, c_white,
119 format_tokenized_description( miss->get_description(), miss->get_likely_rewards() ) );
120 }
121 if( miss->has_deadline() ) {
122 const time_point deadline = miss->get_deadline();
123 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Deadline: %s" ), to_string( deadline ) );
124
125 if( tab != tab_mode::TAB_COMPLETED ) {
126 // There's no point in displaying this for a completed mission.
127 // @ TODO: But displaying when you completed it would be useful.
128 const time_duration remaining = deadline - calendar::turn;
129 std::string remaining_time;
130
131 if( remaining <= 0_turns ) {
132 remaining_time = _( "None!" );
133 } else if( u.has_watch() ) {
134 remaining_time = to_string( remaining );
135 } else {
136 remaining_time = to_string_approx( remaining );
137 }
138
139 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Time remaining: %s" ), remaining_time );
140 }
141 }
142 if( miss->has_target() ) {
144 // TODO: target does not contain a z-component, targets are assumed to be on z=0
145 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Target: %s You: %s" ),
146 miss->get_target().to_string(), pos.to_string() );
147 }
148 } else {
149 static const std::map< tab_mode, std::string > nope = {
150 { tab_mode::TAB_ACTIVE, translate_marker( "You have no active missions!" ) },
151 { tab_mode::TAB_COMPLETED, translate_marker( "You haven't completed any missions!" ) },
152 { tab_mode::TAB_FAILED, translate_marker( "You haven't failed any missions!" ) }
153 };
154 mvwprintz( w_missions, point( 31, 4 ), c_light_red, _( nope.at( tab ) ) );
155 }
156
157 wnoutrefresh( w_missions );
158 } );
159
160 while( true ) {
161 umissions.clear();
162 if( tab < tab_mode::FIRST_TAB || tab >= tab_mode::NUM_TABS ) {
163 debugmsg( "The sanity check failed because tab=%d", static_cast<int>( tab ) );
164 tab = tab_mode::FIRST_TAB;
165 }
166 switch( tab ) {
168 umissions = u.get_active_missions();
169 break;
170 case tab_mode::TAB_COMPLETED:
171 umissions = u.get_completed_missions();
172 break;
173 case tab_mode::TAB_FAILED:
174 umissions = u.get_failed_missions();
175 break;
176 default:
177 break;
178 }
179 if( ( !umissions.empty() && selection >= umissions.size() ) ||
180 ( umissions.empty() && selection != 0 ) ) {
181 debugmsg( "Sanity check failed: selection=%d, size=%d", static_cast<int>( selection ),
182 static_cast<int>( umissions.size() ) );
183 selection = 0;
184 }
186 const std::string action = ctxt.handle_input();
187 if( action == "RIGHT" ) {
188 tab = static_cast<tab_mode>( static_cast<int>( tab ) + 1 );
189 if( tab >= tab_mode::NUM_TABS ) {
190 tab = tab_mode::FIRST_TAB;
191 }
192 selection = 0;
193 } else if( action == "LEFT" ) {
194 tab = static_cast<tab_mode>( static_cast<int>( tab ) - 1 );
195 if( tab < tab_mode::FIRST_TAB ) {
196 tab = tab_mode::LAST_TAB;
197 }
198 selection = 0;
199 } else if( action == "DOWN" ) {
200 selection++;
201 if( selection >= umissions.size() ) {
202 selection = 0;
203 }
204 } else if( action == "UP" ) {
205 if( selection == 0 ) {
206 selection = umissions.empty() ? 0 : umissions.size() - 1;
207 } else {
208 selection--;
209 }
210 } else if( action == "CONFIRM" ) {
211 if( tab == tab_mode::TAB_ACTIVE && selection < umissions.size() ) {
212 u.set_active_mission( *umissions[selection] );
213 }
214 break;
215 } else if( action == "QUIT" ) {
216 break;
217 }
218 }
219}
std::string to_string_approx(const time_duration &dur, const bool verbose)
Returns approximate duration.
Definition: calendar.cpp:361
bool has_watch() const
Returns true if the player or their vehicle has a watch.
Definition: character.cpp:844
void set_active_mission(mission &cur_mission)
Set which mission is active.
Definition: avatar.cpp:213
mission * get_active_mission() const
Returns the mission that is currently active.
Definition: avatar.cpp:192
std::vector< mission * > get_completed_missions() const
Definition: avatar.cpp:182
std::vector< mission * > get_active_missions() const
Definition: avatar.cpp:177
std::vector< mission * > get_failed_missions() const
Definition: avatar.cpp:187
A point in the game time.
Definition: calendar.h:431
nc_color hilite(const nc_color &c)
Definition: color.cpp:509
void draw_tabs(const catacurses::window &w, const std::vector< std::string > &tab_texts, size_t current_tab)
Definition: output.cpp:1274
void draw_border_below_tabs(const catacurses::window &w, nc_color border_color)
Definition: output.cpp:587
int fold_and_print(const catacurses::window &w, const point &begin, int width, const nc_color &base_color, const std::string &text, const char split)
Fold and print text in the given window.
Definition: output.cpp:299
#define LINE_XXOX
Definition: output.h:46
#define BORDER_COLOR
Definition: output.h:135
std::string replace_all(std::string input, const std::string &what, const std::string &with)
Replace all occurences of 'what' within 'input' with 'with'.
#define translate_marker(x)
Marks a string literal to be extracted for translation.
Definition: translations.h:30
catacurses::window new_centered_win(int nlines, int ncols)
Definition: ui.cpp:30

References _, action, BORDER_COLOR, c_light_green, c_light_red, c_white, debugmsg, Character::disp_name(), draw_border_below_tabs(), draw_scrollbar(), draw_tabs(), fold_and_print(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, avatar::get_active_mission(), avatar::get_active_missions(), avatar::get_completed_missions(), avatar::get_failed_missions(), catacurses::getmaxx(), Character::global_omt_location(), input_context::handle_input(), Character::has_watch(), hilite(), LINE_OXXX, LINE_XOXO, LINE_XXOX, mvwprintz(), mvwputch(), new_centered_win(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), replace_all(), avatar::set_active_mission(), string_format(), anonymous_namespace{bionics_ui.cpp}::TAB_ACTIVE, coords::coord_point< Point, Origin, Scale >::to_string(), to_string(), to_string_approx(), translate_marker, trim_and_print(), calendar::turn, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by handle_action().

◆ list_monsters()

game::vmenu_ret game::list_monsters ( const std::vector< Creature * > &  monster_list)
private

Definition at line 7830 of file game.cpp.

7831{
7832 const int iInfoHeight = 15;
7833 const int width = 45;
7834 int offsetX = 0;
7835 int iMaxRows = 0;
7836
7837 catacurses::window w_monsters;
7838 catacurses::window w_monsters_border;
7839 catacurses::window w_monster_info;
7840 catacurses::window w_monster_info_border;
7841
7842 Creature *cCurMon = nullptr;
7843 tripoint iActivePos;
7844
7845 bool hide_ui = false;
7846
7847 ui_adaptor ui;
7848 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7849 if( hide_ui ) {
7850 ui.position( point_zero, point_zero );
7851 } else {
7852 offsetX = TERMX - width;
7853 iMaxRows = TERMY - iInfoHeight - 1;
7854
7855 w_monsters = catacurses::newwin( iMaxRows, width - 2, point( offsetX + 1,
7856 1 ) );
7857 w_monsters_border = catacurses::newwin( iMaxRows + 1, width, point( offsetX,
7858 0 ) );
7859 w_monster_info = catacurses::newwin( iInfoHeight - 2, width - 2,
7860 point( offsetX + 1, TERMY - iInfoHeight + 1 ) );
7861 w_monster_info_border = catacurses::newwin( iInfoHeight, width, point( offsetX,
7862 TERMY - iInfoHeight ) );
7863
7864 if( cCurMon ) {
7865 centerlistview( iActivePos, width );
7866 }
7867
7868 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7869 }
7870 } );
7871 ui.mark_resize();
7872
7873 const int max_gun_range = u.weapon.gun_range( &u );
7874
7875 const tripoint stored_view_offset = u.view_offset;
7877
7878 int iActive = 0; // monster index that we're looking at
7879
7880 std::string action;
7881 input_context ctxt( "LIST_MONSTERS" );
7882 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7883 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7884 ctxt.register_action( "NEXT_TAB" );
7885 ctxt.register_action( "PREV_TAB" );
7886 ctxt.register_action( "SAFEMODE_BLACKLIST_ADD" );
7887 ctxt.register_action( "SAFEMODE_BLACKLIST_REMOVE" );
7888 ctxt.register_action( "QUIT" );
7889 if( bVMonsterLookFire ) {
7890 ctxt.register_action( "look" );
7891 ctxt.register_action( "fire" );
7892 }
7893 ctxt.register_action( "HELP_KEYBINDINGS" );
7894
7895 // first integer is the row the attitude category string is printed in the menu
7896 std::map<int, Creature::Attitude> mSortCategory;
7897
7898 for( int i = 0, last_attitude = -1; i < static_cast<int>( monster_list.size() ); i++ ) {
7899 const auto attitude = monster_list[i]->attitude_to( u );
7900 if( attitude != last_attitude ) {
7901 mSortCategory[i + mSortCategory.size()] = attitude;
7902 last_attitude = attitude;
7903 }
7904 }
7905
7906 ui.on_redraw( [&]( const ui_adaptor & ) {
7907 if( !hide_ui ) {
7908 draw_custom_border( w_monsters_border, true, true, true, true, true, true, LINE_XOXO, LINE_XOXO );
7909 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
7910 true );
7911
7912 mvwprintz( w_monsters_border, point( 2, 0 ), c_light_green, "<Tab> " );
7913 wprintz( w_monsters_border, c_white, _( "Monsters" ) );
7914
7915 if( monster_list.empty() ) {
7916 werase( w_monsters );
7917 mvwprintz( w_monsters, point( 2, iMaxRows / 3 ), c_white,
7918 _( "You don't see any monsters around you!" ) );
7919 } else {
7920 werase( w_monsters );
7921
7922 const int iNumMonster = monster_list.size();
7923 const int iMenuSize = monster_list.size() + mSortCategory.size();
7924
7925 const int numw = iNumMonster > 999 ? 4 :
7926 iNumMonster > 99 ? 3 :
7927 iNumMonster > 9 ? 2 : 1;
7928
7929 // given the currently selected monster iActive. get the selected row
7930 int iSelPos = iActive;
7931 for( auto &ia : mSortCategory ) {
7932 int index = ia.first;
7933 if( index <= iSelPos ) {
7934 ++iSelPos;
7935 } else {
7936 break;
7937 }
7938 }
7939 int iStartPos = 0;
7940 // use selected row get the start row
7941 calcStartPos( iStartPos, iSelPos, iMaxRows - 1, iMenuSize );
7942
7943 // get first visible monster and category
7944 int iCurMon = iStartPos;
7945 auto CatSortIter = mSortCategory.cbegin();
7946 while( CatSortIter != mSortCategory.cend() && CatSortIter->first < iStartPos ) {
7947 ++CatSortIter;
7948 --iCurMon;
7949 }
7950
7951 const auto endY = std::min<int>( iMaxRows - 1, iMenuSize );
7952 for( int y = 0; y < endY; ++y ) {
7953 if( CatSortIter != mSortCategory.cend() ) {
7954 const int iCurPos = iStartPos + y;
7955 const int iCatPos = CatSortIter->first;
7956 if( iCurPos == iCatPos ) {
7957 const std::string cat_name = Creature::get_attitude_ui_data(
7958 CatSortIter->second ).first.translated();
7959 mvwprintz( w_monsters, point( 1, y ), c_magenta, cat_name );
7960 ++CatSortIter;
7961 continue;
7962 }
7963 }
7964 // select current monster
7965 const auto critter = monster_list[iCurMon];
7966 const bool selected = iCurMon == iActive;
7967 ++iCurMon;
7968 if( critter->sees( g->u ) ) {
7969 mvwprintz( w_monsters, point( 0, y ), c_yellow, "!" );
7970 }
7971 bool is_npc = false;
7972 const monster *m = dynamic_cast<monster *>( critter );
7973 const npc *p = dynamic_cast<npc *>( critter );
7974 nc_color name_color = critter->basic_symbol_color();
7975
7976 if( selected ) {
7977 name_color = hilite( name_color );
7978 }
7979
7980 if( m != nullptr ) {
7981 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, m->name() );
7982 } else {
7983 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, critter->disp_name() );
7984 is_npc = true;
7985 }
7986
7987 if( selected && !get_safemode().empty() ) {
7988 const std::string monName = is_npc ? get_safemode().npc_type_name() : m->name();
7989
7990 std::string sSafemode;
7991 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
7992 sSafemode = _( "<R>emove from safemode Blacklist" );
7993 } else {
7994 sSafemode = _( "<A>dd to safemode Blacklist" );
7995 }
7996
7997 shortcut_print( w_monsters, point( 2, getmaxy( w_monsters ) - 1 ),
7998 c_white, c_light_green, sSafemode );
7999 }
8000
8002 std::string sText;
8003
8004 if( m != nullptr ) {
8005 m->get_HP_Bar( color, sText );
8006 } else {
8007 std::tie( sText, color ) =
8008 ::get_hp_bar( critter->get_hp(), critter->get_hp_max(), false );
8009 }
8010 mvwprintz( w_monsters, point( width - 25, y ), color, sText );
8011
8012 if( m != nullptr ) {
8013 const auto att = m->get_attitude();
8014 sText = att.first;
8015 color = att.second;
8016 } else if( p != nullptr ) {
8017 sText = npc_attitude_name( p->get_attitude() );
8018 color = p->symbol_color();
8019 }
8020 mvwprintz( w_monsters, point( width - 19, y ), color, sText );
8021
8022 const int mon_dist = rl_dist( u.pos(), critter->pos() );
8023 const int numd = mon_dist > 999 ? 4 :
8024 mon_dist > 99 ? 3 :
8025 mon_dist > 9 ? 2 : 1;
8026
8027 trim_and_print( w_monsters, point( width - ( 8 + numd ), y ), 6 + numd,
8028 selected ? c_light_green : c_light_gray,
8029 "%*d %s",
8030 numd, mon_dist,
8031 direction_name_short( direction_from( u.pos(), critter->pos() ) ) );
8032 }
8033
8034 mvwprintz( w_monsters_border, point( ( width / 2 ) - numw - 2, 0 ), c_light_green, " %*d", numw,
8035 iActive + 1 );
8036 wprintz( w_monsters_border, c_white, " / %*d ", numw, static_cast<int>( monster_list.size() ) );
8037
8038 werase( w_monster_info );
8039 if( cCurMon ) {
8040 cCurMon->print_info( w_monster_info, 1, iInfoHeight - 3, 1 );
8041 }
8042
8043 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
8044 true );
8045
8046 if( bVMonsterLookFire ) {
8047 mvwprintw( w_monster_info_border, point_east, "< " );
8048 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "look" ) );
8049 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to look around" ) );
8050
8051 if( cCurMon && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
8052 wprintw( w_monster_info_border, " " );
8053 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "fire" ) );
8054 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to shoot" ) );
8055 }
8056 wprintw( w_monster_info_border, " >" );
8057 }
8058
8059 draw_scrollbar( w_monsters_border, iActive, iMaxRows, static_cast<int>( monster_list.size() ),
8060 point_south );
8061 }
8062
8063 wnoutrefresh( w_monsters_border );
8064 wnoutrefresh( w_monster_info_border );
8065 wnoutrefresh( w_monsters );
8066 wnoutrefresh( w_monster_info );
8067 }
8068 } );
8069
8070 cata::optional<tripoint> trail_start;
8071 cata::optional<tripoint> trail_end;
8072 bool trail_end_x = false;
8073 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
8074 trail_end_x );
8075 add_draw_callback( trail_cb );
8076
8077 do {
8078 if( action == "UP" ) {
8079 iActive--;
8080 if( iActive < 0 ) {
8081 if( monster_list.empty() ) {
8082 iActive = 0;
8083 } else {
8084 iActive = static_cast<int>( monster_list.size() ) - 1;
8085 }
8086 }
8087 } else if( action == "DOWN" ) {
8088 iActive++;
8089 if( iActive >= static_cast<int>( monster_list.size() ) ) {
8090 iActive = 0;
8091 }
8092 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
8093 u.view_offset = stored_view_offset;
8095 } else if( action == "SAFEMODE_BLACKLIST_REMOVE" ) {
8096 const auto m = dynamic_cast<monster *>( cCurMon );
8097 const std::string monName = ( m != nullptr ) ? m->name() : "human";
8098
8099 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
8101 }
8102 } else if( action == "SAFEMODE_BLACKLIST_ADD" ) {
8103 if( !get_safemode().empty() ) {
8104 const auto m = dynamic_cast<monster *>( cCurMon );
8105 const std::string monName = ( m != nullptr ) ? m->name() : "human";
8106
8107 get_safemode().add_rule( monName, Creature::A_ANY, get_option<int>( "SAFEMODEPROXIMITY" ),
8109 }
8110 } else if( action == "look" ) {
8111 hide_ui = true;
8112 ui.mark_resize();
8113 look_around();
8114 hide_ui = false;
8115 ui.mark_resize();
8116 } else if( action == "fire" ) {
8117 if( cCurMon != nullptr && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
8118 u.last_target = shared_from( *cCurMon );
8120 u.view_offset = stored_view_offset;
8121 return game::vmenu_ret::FIRE;
8122 }
8123 }
8124
8125 if( iActive >= 0 && static_cast<size_t>( iActive ) < monster_list.size() ) {
8126 cCurMon = monster_list[iActive];
8127 iActivePos = cCurMon->pos() - u.pos();
8128 centerlistview( iActivePos, width );
8129 trail_start = u.pos();
8130 trail_end = cCurMon->pos();
8131 // Actually accessed from the terrain overlay callback `trail_cb` in the
8132 // call to `ui_manager::redraw`.
8133 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
8134 trail_end_x = false;
8135 } else {
8136 cCurMon = nullptr;
8137 iActivePos = tripoint_zero;
8138 u.view_offset = stored_view_offset;
8139 trail_start = trail_end = cata::nullopt;
8140 }
8142
8144
8145 action = ctxt.handle_input();
8146 } while( action != "QUIT" );
8147
8148 u.view_offset = stored_view_offset;
8149
8150 return game::vmenu_ret::QUIT;
8151}
double recoil
Definition: character.h:561
nc_color symbol_color() const override
Color's character's tile's background.
Definition: character.cpp:6109
static const std::pair< translation, nc_color > & get_attitude_ui_data(Attitude att)
Creature Attitude as String and color.
Definition: creature.cpp:1860
virtual const tripoint & pos() const =0
virtual int print_info(const catacurses::window &w, int vStart, int vLines, int column) const =0
Write information about this creature.
shared_ptr_fast< T > shared_from(const T &critter)
Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).
Definition: game.cpp:4720
bool bVMonsterLookFire
Definition: game.h:1061
int gun_range(const player *p) const
The weapons range in map squares.
Definition: item.cpp:7222
npc_attitude get_attitude() const
Definition: npc.cpp:3139
weak_ptr_fast< Creature > last_target
Definition: player.h:597
bool has_rule(const std::string &rule_in, Creature::Attitude attitude_in)
void remove_rule(const std::string &rule_in, Creature::Attitude attitude_in)
static nc_color color(const T_t &t)
@ RULE_BLACKLISTED
Definition: enums.h:54
constexpr double MAX_RECOIL
std::string npc_attitude_name(npc_attitude att)
Definition: npc.cpp:2545
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
size_t shortcut_print(const catacurses::window &w, const point &p, nc_color text_color, nc_color shortcut_color, const std::string &fmt)
Definition: output.cpp:1543

References _, Creature::A_ANY, action, add_draw_callback(), safemode::add_rule(), bVMonsterLookFire, c_light_gray, c_light_green, c_magenta, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, color(), create_trail_callback(), direction_from(), direction_name_short(), draw_custom_border(), draw_scrollbar(), FIRE, g, npc::get_attitude(), Creature::get_attitude_ui_data(), get_hp_bar(), get_safemode(), catacurses::getmaxy(), item::gun_range(), input_context::handle_input(), safemode::has_rule(), hilite(), invalidate_main_ui_adaptor(), player::last_target, LINE_XOXO, LINE_XOXX, LINE_XXXO, look_around(), m, MAX_RECOIL, catacurses::mvwprintw(), mvwprintz(), map::name(), catacurses::newwin(), npc_attitude_name(), safemode::npc_type_name(), cata::nullopt, point_east, point_south, point_zero, Creature::pos(), Character::pos(), input_context::press_x(), Creature::print_info(), QUIT, Character::recoil, ui_manager::redraw(), input_context::register_action(), safemode::remove_rule(), rl_dist(), RULE_BLACKLISTED, shared_from(), shortcut_print(), Character::symbol_color(), TERMX, TERMY, to_translation(), trim_and_print(), tripoint_zero, u, player::view_offset, Character::weapon, catacurses::werase(), catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ load() [1/2]

bool game::load ( const save_t name)
private

Definition at line 2642 of file game.cpp.

2643{
2646 popup.message( "%s", _( "Please wait…\nLoading the save…" ) );
2649
2650 using namespace std::placeholders;
2651
2652 const std::string worldpath = get_world_base_save_path() + "/";
2653 const std::string playerpath = worldpath + name.base_path();
2654
2655 // Now load up the master game data; factions (and more?)
2656 load_master();
2657 u = avatar();
2658 u.name = name.player_name();
2659 // This should be initialized more globally (in player/Character constructor)
2661 if( !read_from_file( playerpath + SAVE_EXTENSION, std::bind( &game::unserialize, this, _1 ) ) ) {
2662 return false;
2663 }
2664
2666 u.get_avatar_diary()->load();
2667
2669
2670 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_LOG,
2671 std::bind( &memorial_logger::load, &memorial(), _1 ) );
2672
2673#if defined(__ANDROID__)
2674 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_SHORTCUTS,
2675 std::bind( &game::load_shortcuts, this, _1 ) );
2676#endif
2677
2678 // Now that the player's worn items are updated, their sight limits need to be
2679 // recalculated. (This would be cleaner if u.worn were private.)
2681
2682 if( !gamemode ) {
2683 gamemode = std::make_unique<special_game>();
2684 }
2685
2686 safe_mode = get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF;
2687 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
2688
2689 init_autosave();
2690 get_auto_pickup().load_character(); // Load character auto pickup rules
2691 get_auto_notes_settings().load(); // Load character auto notes settings
2692 get_safemode().load_character(); // Load character safemode rules
2693 zone_manager::get_manager().load_zones(); // Load character world zones
2694 read_from_file_optional( get_world_base_save_path() + "/uistate.json", []( std::istream & stream ) {
2695 JsonIn jsin( stream );
2696 uistate.deserialize( jsin );
2697 } );
2698 reload_npcs();
2703 update_map( u );
2704 for( auto &e : u.inv_dump() ) {
2705 e->set_owner( g->u );
2706 }
2707 // legacy, needs to be here as we access the map.
2708 if( !u.getID().is_valid() ) {
2709 // player does not have a real id, so assign a new one,
2710 u.setID( assign_npc_id() );
2711 // The vehicle stores the IDs of the boarded players, so update it, too.
2712 if( u.in_vehicle ) {
2714 u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
2715 vp->part().passenger_id = u.getID();
2716 }
2717 }
2718 }
2719
2720 // populate calendar caches now, after active world is set, but before we do
2721 // anything else, to ensure they pick up the correct value from the save's
2722 // worldoptions
2723 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
2724 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
2725
2726 u.reset();
2727
2728 return true;
2729}
bool read_from_file(const std::string &path, const std::function< void(std::istream &)> &reader)
Try to open and read from given file using the given callback.
bool read_from_file_optional(const std::string &path, const std::function< void(std::istream &)> &reader)
void setID(character_id i, bool force=false)
Definition: character.cpp:466
std::vector< item * > inv_dump()
Definition: character.cpp:8964
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1703
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3622
Definition: json.h:177
Definition: avatar.h:55
void load_map_memory()
Definition: avatar.cpp:136
Helper class that fills the background and obscures all UIs below.
Definition: ui_manager.h:193
bool is_valid() const
Definition: character_id.h:19
void load()
Definition: diary.cpp:809
void validate_linked_vehicles()
validate towed vehicles so they get linked up again after a load
Definition: game.cpp:2004
void reload_npcs()
Unloads, then loads the NPCs.
Definition: game.cpp:977
void validate_camps()
validate camps to ensure they are on the overmap list
Definition: game.cpp:2062
void load_master()
Definition: game.cpp:2611
void validate_mounted_npcs()
Definition: game.cpp:2019
character_id assign_npc_id()
Definition: game.cpp:3729
void unserialize(std::istream &fin)
Definition: savegame.cpp:167
void init_autosave()
Definition: game.cpp:11369
void validate_npc_followers()
validate list of followers to account for overmap buffers
Definition: game.cpp:2038
void load(std::istream &fin)
Loads the data in a memorial file from the given ifstream.
void load_character()
Create a popup on the UI stack that gets displayed but receives no input itself.
Definition: popup.h:278
void deserialize(const JsonObject &jo)
time_point nextweather
Definition: weather.h:205
void load_zones()
Definition: clzones.cpp:1216
static const std::string SAVE_EXTENSION(".sav")
static const std::string SAVE_EXTENSION_SHORTCUTS(".shortcuts")
static const std::string SAVE_EXTENSION_LOG(".log")
void set_season_length(int dur)
Definition: calendar.cpp:478
void set_eternal_season(bool is_eternal_season)
Definition: calendar.cpp:470

References _, assign_npc_id(), uistatedata::deserialize(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), avatar::get_avatar_diary(), zone_manager::get_manager(), get_safemode(), get_weather, get_world_base_save_path(), Character::getID(), Character::in_vehicle, init_autosave(), Character::inv_dump(), character_id::is_valid(), auto_notes::auto_note_settings::load(), diary::load(), memorial_logger::load(), auto_pickup::player_settings::load_character(), safemode::load_character(), avatar::load_map_memory(), load_master(), zone_manager::load_zones(), m, memorial(), mostseen, Character::name, om_direction::name(), weather_manager::nextweather, optional_vpart_position::part_with_feature(), popup(), Character::pos(), read_from_file(), read_from_file_optional(), Character::recalc_sight_limits(), ui_manager::redraw(), refresh_display(), reload_npcs(), Character::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), calendar::set_eternal_season(), calendar::set_season_length(), Character::setID(), calendar::start_of_cataclysm, calendar::turn, u, uistate, unserialize(), update_map(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), validate_npc_followers(), map::veh_at(), and Character::weapon.

◆ load() [2/2]

bool game::load ( const std::string &  world)

Attempt to load first valid save (if any) in world.

Definition at line 2618 of file game.cpp.

2619{
2620 world_generator->init();
2621 const WORLDPTR wptr = world_generator->get_world( world );
2622 if( !wptr ) {
2623 return false;
2624 }
2625 if( wptr->world_saves.empty() ) {
2626 debugmsg( "world '%s' contains no saves", world );
2627 return false;
2628 }
2629
2630 try {
2631 world_generator->set_active_world( wptr );
2632 g->setup();
2633 g->load( wptr->world_saves.front() );
2634 } catch( const std::exception &err ) {
2635 debugmsg( "cannot load world '%s': %s", world, err.what() );
2636 return false;
2637 }
2638
2639 return true;
2640}
std::vector< save_t > world_saves
Definition: worldfactory.h:61

References debugmsg, g, world_generator, and WORLD::world_saves.

Referenced by quickload().

◆ load_core_data()

void game::load_core_data ( loading_ui ui)

Loads core dynamic data.

May throw.

Definition at line 444 of file game.cpp.

445{
446 // core data can be loaded only once and must be first
447 // anyway.
449
451}
void unload_data()
Deletes and unloads all the data previously loaded with load_data_from_path.
Definition: init.cpp:531
std::string jsondir()
Definition: path_info.cpp:230

References DynamicDataLoader::get_instance(), PATH_INFO::jsondir(), load_data_from_dir(), and DynamicDataLoader::unload_data().

Referenced by check_mod_data(), dump_stats(), and setup().

◆ load_data_from_dir()

void game::load_data_from_dir ( const std::string &  path,
const std::string &  src,
loading_ui ui 
)
protected

Loads dynamic data from the given directory.

May throw.

Definition at line 453 of file game.cpp.

454{
456}
void load_data_from_path(const std::string &path, const std::string &src, loading_ui &ui)
Load all data from json files located in the path (recursive).
Definition: init.cpp:460

References DynamicDataLoader::get_instance(), and DynamicDataLoader::load_data_from_path().

Referenced by check_mod_data(), load_core_data(), and load_packs().

◆ load_map() [1/2]

void game::load_map ( const tripoint pos_sm,
bool  pump_events = false 
)

Load the main map at given location, see map::load, in global, absolute submap coordinates.

Parameters
pump_eventsIf true, handle window events during loading. If you set this to true, do ensure that the map is not accessed before this function returns (for example, UIs that draw the map should be disabled).

Definition at line 649 of file game.cpp.

650{
651 // TODO: fix point types
652 load_map( tripoint_abs_sm( pos_sm ), pump_events );
653}
void load_map(const tripoint &pos_sm, bool pump_events=false)
Load the main map at given location, see map::load, in global, absolute submap coordinates.
Definition: game.cpp:649
coords::coord_point< tripoint, coords::origin::abs, coords::sm > tripoint_abs_sm
Definition: coordinates.h:490

References load_map().

Referenced by load_map(), place_player_overmap(), start_game(), and unserialize().

◆ load_map() [2/2]

void game::load_map ( const tripoint_abs_sm pos_sm,
bool  pump_events = false 
)

Definition at line 655 of file game.cpp.

657{
658 m.load( pos_sm, true, pump_events );
659 grid_tracker_ptr->load( m );
660}
void load(const tripoint &w, bool update_vehicles, bool pump_events=false)
Load submaps into grid.
Definition: map.cpp:6610

References grid_tracker_ptr, map::load(), and m.

◆ load_master()

void game::load_master ( )
private

Definition at line 2611 of file game.cpp.

2612{
2613 using namespace std::placeholders;
2614 const auto datafile = get_world_base_save_path() + "/" + SAVE_MASTER;
2615 read_from_file_optional( datafile, std::bind( &game::unserialize_master, this, _1 ) );
2616}
void unserialize_master(std::istream &fin)
Definition: savegame.cpp:1193
static const std::string SAVE_MASTER("master.gsav")

References get_world_base_save_path(), read_from_file_optional(), SAVE_MASTER(), and unserialize_master().

Referenced by load(), and start_game().

◆ load_npcs()

void game::load_npcs ( )

Makes any nearby NPCs on the overmap active.

Definition at line 915 of file game.cpp.

916{
917 const int radius = HALF_MAPSIZE - 1;
918 // uses submap coordinates
919 std::vector<shared_ptr_fast<npc>> just_added;
920 for( const auto &temp : overmap_buffer.get_npcs_near_player( radius ) ) {
921 const character_id &id = temp->getID();
922 const auto found = std::find_if( active_npc.begin(), active_npc.end(),
923 [id]( const shared_ptr_fast<npc> &n ) {
924 return n->getID() == id;
925 } );
926 if( found != active_npc.end() ) {
927 continue;
928 }
929 if( temp->is_active() ) {
930 continue;
931 }
932 if( temp->has_companion_mission() ) {
933 continue;
934 }
935
936 const tripoint sm_loc = temp->global_sm_location();
937 // NPCs who are out of bounds before placement would be pushed into bounds
938 // This can cause NPCs to teleport around, so we don't want that
939 if( sm_loc.x < get_levx() || sm_loc.x >= get_levx() + MAPSIZE ||
940 sm_loc.y < get_levy() || sm_loc.y >= get_levy() + MAPSIZE ||
941 ( sm_loc.z != get_levz() && !m.has_zlevels() ) ) {
942 continue;
943 }
944
945 add_msg( m_debug, "game::load_npcs: Spawning static NPC, %d:%d:%d (%d:%d:%d)",
946 get_levx(), get_levy(), get_levz(), sm_loc.x, sm_loc.y, sm_loc.z );
947 temp->place_on_map();
948 if( !m.inbounds( temp->pos() ) ) {
949 continue;
950 }
951 // In the rare case the npc was marked for death while
952 // it was on the overmap. Kill it.
953 if( temp->marked_for_death ) {
954 temp->die( nullptr );
955 } else {
956 active_npc.push_back( temp );
957 just_added.push_back( temp );
958 }
959 }
960
961 for( const auto &npc : just_added ) {
962 npc->on_load();
963 }
964
965 npcs_dirty = false;
966}
void on_load()
Retroactively update npc.
Definition: npc.cpp:2658
static constexpr int MAPSIZE

References active_npc, add_msg(), get_levx(), get_levy(), get_levz(), overmapbuffer::get_npcs_near_player(), HALF_MAPSIZE, map::has_zlevels(), map::inbounds(), m, m_debug, MAPSIZE, npcs_dirty, npc::on_load(), overmap_buffer, tripoint::x, tripoint::y, and tripoint::z.

Referenced by do_turn(), perhaps_add_random_npc(), place_player_overmap(), reload_npcs(), save_cyborg(), spawn_hallucination(), start_game(), and update_map().

◆ load_packs()

bool game::load_packs ( const std::string &  msg,
const std::vector< mod_id > &  packs,
loading_ui ui 
)

Load content packs.

Parameters
msgstring to display whilst loading prompt
packscontent packs to load in correct dependent order
uistructure for load progress display
Returns
true if all packs were found, false if any were missing

Definition at line 2767 of file game.cpp.

2768{
2769 ui.new_context( msg );
2770 std::vector<mod_id> missing;
2771 std::vector<mod_id> available;
2772
2773 for( const mod_id &e : packs ) {
2774 if( e.is_valid() ) {
2775 available.emplace_back( e );
2776 ui.add_entry( e->name() );
2777 } else {
2778 missing.push_back( e );
2779 }
2780 }
2781
2782 ui.show();
2783 for( const auto &e : available ) {
2784 const MOD_INFORMATION &mod = *e;
2785 load_data_from_dir( mod.path, mod.ident.str(), ui );
2786 ui.proceed();
2787 }
2788
2789 for( const auto &e : missing ) {
2790 debugmsg( "unknown content %s", e.c_str() );
2791 }
2792
2793 return missing.empty();
2794}

References available, string_id< T >::c_str(), debugmsg, string_id< T >::is_valid(), load_data_from_dir(), and MOD_INFORMATION::name().

Referenced by dump_stats().

◆ load_static_data()

void game::load_static_data ( )

Loads static data that does not depend on mods or similar.

Definition at line 329 of file game.cpp.

330{
331 // UI stuff, not mod-specific per definition
332 inp_mngr.init(); // Load input config JSON
333 // Init mappings for loading the json stuff
335 fullscreen = false;
336 was_fullscreen = false;
337 show_panel_adm = false;
339
340 // These functions do not load stuff from json.
341 // The content they load/initialize is hardcoded into the program.
342 // Therefore they can be loaded here.
343 // If this changes (if they load data from json), they have to
344 // be moved to game::load_mod or game::load_core_data
345
349}
bool was_fullscreen
Definition: game.h:1043
bool fullscreen
Definition: game.h:1042
void init()
Initializes the input manager, aka loads the input mapping configuration JSON.
Definition: input.cpp:111
void init()
Definition: panels.cpp:2186
void load_global()

References fullscreen, get_auto_pickup(), get_distraction_manager(), DynamicDataLoader::get_instance(), panel_manager::get_manager(), get_safemode(), input_manager::init(), panel_manager::init(), inp_mngr, distraction_manager::distraction_manager_gui::load(), auto_pickup::player_settings::load_global(), safemode::load_global(), show_panel_adm, and was_fullscreen.

◆ load_world_modfiles()

void game::load_world_modfiles ( loading_ui ui)

Loads core data and mods from the active world.

May throw.

Definition at line 2731 of file game.cpp.

2732{
2733 auto &mods = world_generator->active_world->active_mod_order;
2734
2735 // remove any duplicates whilst preserving order (fixes #19385)
2736 std::set<mod_id> found;
2737 mods.erase( std::remove_if( mods.begin(), mods.end(), [&found]( const mod_id & e ) {
2738 if( found.count( e ) ) {
2739 return true;
2740 } else {
2741 found.insert( e );
2742 return false;
2743 }
2744 } ), mods.end() );
2745
2746 // require at least one core mod (saves before version 6 may implicitly require dda pack)
2747 if( std::none_of( mods.begin(), mods.end(), []( const mod_id & e ) {
2748 return e->core;
2749} ) ) {
2750 mods.insert( mods.begin(), mod_management::get_default_core_content_pack() );
2751 }
2752
2754 // this code does not care about mod dependencies,
2755 // it assumes that those dependencies are static and
2756 // are resolved during the creation of the world.
2757 // That means world->active_mod_order contains a list
2758 // of mods in the correct order.
2759 load_packs( _( "Loading files" ), mods, ui );
2760
2761 // Load additional mods from that world-specific folder
2762 load_data_from_dir( get_world_base_save_path() + "/mods", "custom", ui );
2763
2765}
void load_artifacts(const std::string &path)
Definition: artifact.cpp:1098
static const std::string SAVE_ARTIFACTS("artifacts.gsav")

References world_generator.

Referenced by setup().

◆ look_around() [1/2]

cata::optional< tripoint > game::look_around ( bool  force_3d = false)

Definition at line 6687 of file game.cpp.

6688{
6690 look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
6691 false, false, tripoint_zero, force_3d );
6692 return result.position;
6693}

References center, look_around(), Character::pos(), tripoint_zero, u, and player::view_offset.

Referenced by handle_action(), list_monsters(), look_around(), peek(), and zones_manager().

◆ look_around() [2/2]

look_around_result game::look_around ( bool  show_window,
tripoint center,
const tripoint start_point,
bool  has_first_point,
bool  select_zone,
bool  peeking,
bool  is_moving_zone = false,
const tripoint end_point = tripoint_zero,
bool  force_3d = false 
)
Parameters
show_windowdisplay the info window that holds the tile information in the position.
centerused to calculate the u.view_offset, could center the screen to the position it represents
start_pointthe start point of the targeting zone, also the initial local position of the cursor
has_first_pointshould be true if the first point has been selected when editing the zone
select_zonetrue if the zone is being edited
peekingdetermines if the player is peeking
is_moving_zonetrue if the zone is being moved, false by default
end_pointthe end point of the targeting zone, only used if is_moving_zone is true, default is tripoint_zero
Returns
look_around_result

Definition at line 6695 of file game.cpp.

6698{
6699 bVMonsterLookFire = false;
6700 // TODO: Make this `true`
6701 const bool allow_zlev_move = m.has_zlevels() && ( get_option<bool>( "FOV_3D" ) || force_3d );
6702
6704
6705 tripoint lp = is_moving_zone ? ( start_point + end_point ) / 2 : start_point; // cursor
6706 int &lx = lp.x;
6707 int &ly = lp.y;
6708 int &lz = lp.z;
6709
6710 int soffset = get_option<int>( "FAST_SCROLL_OFFSET" );
6711 bool fast_scroll = false;
6712
6713 std::unique_ptr<ui_adaptor> ui;
6714 catacurses::window w_info;
6715 if( show_window ) {
6716 ui = std::make_unique<ui_adaptor>();
6717 ui->on_screen_resize( [&]( ui_adaptor & ui ) {
6718 int panel_width = panel_manager::get_manager().get_current_layout().begin()->get_width();
6720
6721 // If particularly small, base height on panel width irrespective of other elements.
6722 // Value here is attempting to get a square-ish result assuming 1x2 proportioned font.
6723 if( height < panel_width / 2 ) {
6724 height = panel_width / 2;
6725 }
6726
6727 int la_y = 0;
6728 int la_x = TERMX - panel_width;
6729 std::string position = get_option<std::string>( "LOOKAROUND_POSITION" );
6730 if( position == "left" ) {
6731 if( get_option<std::string>( "SIDEBAR_POSITION" ) == "right" ) {
6733 } else {
6734 la_x = panel_manager::get_manager().get_width_left() - panel_width;
6735 }
6736 }
6737 int la_h = height;
6738 int la_w = panel_width;
6739 w_info = catacurses::newwin( la_h, la_w, point( la_x, la_y ) );
6740
6741 ui.position_from_window( w_info );
6742 } );
6743 ui->mark_resize();
6744 }
6745
6746 std::string action;
6747 input_context ctxt( "LOOK" );
6748 ctxt.set_iso( true );
6749 ctxt.register_directions();
6750 ctxt.register_action( "COORDINATE" );
6751 ctxt.register_action( "LEVEL_UP" );
6752 ctxt.register_action( "LEVEL_DOWN" );
6753 ctxt.register_action( "TOGGLE_FAST_SCROLL" );
6754 ctxt.register_action( "EXTENDED_DESCRIPTION" );
6755 ctxt.register_action( "SELECT" );
6756 if( peeking ) {
6757 ctxt.register_action( "throw_blind" );
6758 }
6759 if( !select_zone ) {
6760 ctxt.register_action( "TRAVEL_TO" );
6761 ctxt.register_action( "LIST_ITEMS" );
6762 }
6763 ctxt.register_action( "MOUSE_MOVE" );
6764 ctxt.register_action( "CENTER" );
6765
6766 ctxt.register_action( "debug_scent" );
6767 ctxt.register_action( "debug_scent_type" );
6768 ctxt.register_action( "debug_temp" );
6769 ctxt.register_action( "debug_visibility" );
6770 ctxt.register_action( "debug_lighting" );
6771 ctxt.register_action( "debug_radiation" );
6772 ctxt.register_action( "debug_submap_grid" );
6773 ctxt.register_action( "debug_hour_timer" );
6774 ctxt.register_action( "CONFIRM" );
6775 ctxt.register_action( "QUIT" );
6776 ctxt.register_action( "HELP_KEYBINDINGS" );
6777 if( use_tiles ) {
6778 ctxt.register_action( "zoom_out" );
6779 ctxt.register_action( "zoom_in" );
6780 }
6781#if defined(TILES)
6782 ctxt.register_action( "toggle_pixel_minimap" );
6783#endif // TILES
6784
6785 const int old_levz = get_levz();
6786 const int min_levz = force_3d ? -OVERMAP_DEPTH : std::max( old_levz - fov_3d_z_range,
6787 -OVERMAP_DEPTH );
6788 const int max_levz = force_3d ? OVERMAP_HEIGHT : std::min( old_levz + fov_3d_z_range,
6790
6791 m.update_visibility_cache( old_levz );
6793
6794 bool blink = true;
6796
6797 shared_ptr_fast<draw_callback_t> ter_indicator_cb;
6798
6799 if( show_window && ui ) {
6800 ui->on_redraw( [&]( const ui_adaptor & ) {
6801 werase( w_info );
6802 draw_border( w_info );
6803
6804 center_print( w_info, 0, c_white, string_format( _( "< <color_green>Look Around</color> >" ) ) );
6805
6806 std::string extended_descr_text = string_format( _( "%s - %s" ),
6807 ctxt.get_desc( "EXTENDED_DESCRIPTION" ),
6808 ctxt.get_action_name( "EXTENDED_DESCRIPTION" ) );
6809 std::string fast_scroll_text = string_format( _( "%s - %s" ),
6810 ctxt.get_desc( "TOGGLE_FAST_SCROLL" ),
6811 ctxt.get_action_name( "TOGGLE_FAST_SCROLL" ) );
6812#if defined(TILES)
6813 std::string pixel_minimap_text = string_format( _( "%s - %s" ),
6814 ctxt.get_desc( "toggle_pixel_minimap" ),
6815 ctxt.get_action_name( "toggle_pixel_minimap" ) );
6816#endif // TILES
6817
6818 center_print( w_info, getmaxy( w_info ) - 2, c_light_gray, extended_descr_text );
6819 mvwprintz( w_info, point( 1, getmaxy( w_info ) - 1 ), fast_scroll ? c_light_green : c_green,
6820 fast_scroll_text );
6821#if defined(TILES)
6822 right_print( w_info, getmaxy( w_info ) - 1, 1, pixel_minimap_option ? c_light_green : c_green,
6823 pixel_minimap_text );
6824#endif // TILES
6825
6826 int first_line = 1;
6827 const int last_line = getmaxy( w_info ) - 3;
6828 pre_print_all_tile_info( lp, w_info, first_line, last_line, cache );
6829
6830 wnoutrefresh( w_info );
6831 } );
6832 ter_indicator_cb = make_shared_fast<draw_callback_t>( [&]() {
6833 draw_look_around_cursor( lp, cache );
6834 } );
6835 add_draw_callback( ter_indicator_cb );
6836 }
6837
6838 cata::optional<tripoint> zone_start;
6839 cata::optional<tripoint> zone_end;
6840 bool zone_blink = false;
6841 bool zone_cursor = true;
6842 shared_ptr_fast<draw_callback_t> zone_cb = create_zone_callback( zone_start, zone_end, zone_blink,
6843 zone_cursor, is_moving_zone );
6844 add_draw_callback( zone_cb );
6845
6846 is_looking = true;
6847 const tripoint prev_offset = u.view_offset;
6848#if defined(TILES)
6849 const int prev_tileset_zoom = tileset_zoom;
6850 while( is_moving_zone && square_dist( start_point, end_point ) > 256 / get_zoom() &&
6851 get_zoom() != 4 ) {
6852 zoom_out();
6853 }
6855#endif
6856 do {
6857 u.view_offset = center - u.pos();
6858 if( select_zone ) {
6859 if( has_first_point ) {
6860 zone_start = start_point;
6861 zone_end = lp;
6862 } else {
6863 zone_start = lp;
6864 zone_end = cata::nullopt;
6865 }
6866 // Actually accessed from the terrain overlay callback `zone_cb` in the
6867 // call to `ui_manager::redraw`.
6868 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6869 zone_blink = blink;
6870 }
6871
6872 if( is_moving_zone ) {
6873 zone_start = lp - ( start_point + end_point ) / 2 + start_point;
6874 zone_end = lp - ( start_point + end_point ) / 2 + end_point;
6875 // Actually accessed from the terrain overlay callback `zone_cb` in the
6876 // call to `ui_manager::redraw`.
6877 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6878 zone_blink = blink;
6879 }
6882 if( ( select_zone && has_first_point ) || is_moving_zone ) {
6883 ctxt.set_timeout( BLINK_SPEED );
6884 }
6885
6886 //Wait for input
6887 // only specify a timeout here if "EDGE_SCROLL" is enabled
6888 // otherwise use the previously set timeout
6889 const tripoint edge_scroll = mouse_edge_scrolling_terrain( ctxt );
6890 const int scroll_timeout = get_option<int>( "EDGE_SCROLL" );
6891 const bool edge_scrolling = edge_scroll != tripoint_zero && scroll_timeout >= 0;
6892 if( edge_scrolling ) {
6893 action = ctxt.handle_input( scroll_timeout );
6894 } else {
6895 action = ctxt.handle_input();
6896 }
6897 if( ( action == "LEVEL_UP" || action == "LEVEL_DOWN" || action == "MOUSE_MOVE" ||
6898 ctxt.get_direction( action ) ) && ( ( select_zone && has_first_point ) || is_moving_zone ) ) {
6899 blink = true; // Always draw blink symbols when moving cursor
6900 } else if( action == "TIMEOUT" ) {
6901 blink = !blink;
6902 }
6903 if( action == "LIST_ITEMS" ) {
6905 } else if( action == "TOGGLE_FAST_SCROLL" ) {
6906 fast_scroll = !fast_scroll;
6907 } else if( action == "toggle_pixel_minimap" ) {
6909
6910 if( show_window && ui ) {
6911 ui->mark_resize();
6912 }
6913 } else if( action == "LEVEL_UP" || action == "LEVEL_DOWN" ) {
6914 if( !allow_zlev_move ) {
6915 continue;
6916 }
6917
6918 const int dz = ( action == "LEVEL_UP" ? 1 : -1 );
6919 lz = clamp( lz + dz, min_levz, max_levz );
6920 center.z = clamp( center.z + dz, min_levz, max_levz );
6921
6922 add_msg( m_debug, "levx: %d, levy: %d, levz: %d", get_levx(), get_levy(), center.z );
6923 u.view_offset.z = center.z - u.posz();
6925 } else if( action == "TRAVEL_TO" ) {
6926 if( !u.sees( lp ) ) {
6927 add_msg( _( "You can't see that destination." ) );
6928 continue;
6929 }
6930
6931 auto route = m.route( u.pos(), lp, u.get_pathfinding_settings(), u.get_path_avoid() );
6932 if( route.size() > 1 ) {
6933 route.pop_back();
6934 u.set_destination( route );
6935 } else {
6936 add_msg( m_info, _( "You can't travel there." ) );
6937 continue;
6938 }
6939 } else if( action == "debug_scent" || action == "debug_scent_type" ) {
6941 display_scent();
6942 }
6943 } else if( action == "debug_temp" ) {
6946 }
6947 } else if( action == "debug_lighting" ) {
6950 }
6951 } else if( action == "debug_transparency" ) {
6954 }
6955 } else if( action == "debug_radiation" ) {
6958 }
6959 } else if( action == "debug_submap_grid" ) {
6960 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
6961 } else if( action == "debug_hour_timer" ) {
6963 } else if( action == "EXTENDED_DESCRIPTION" ) {
6965 } else if( action == "CENTER" ) {
6966 center = u.pos();
6967 lp = u.pos();
6968 u.view_offset.z = 0;
6969 } else if( action == "MOUSE_MOVE" || action == "TIMEOUT" ) {
6970 // This block is structured this way so that edge scroll can work
6971 // whether the mouse is moving at the edge or simply stationary
6972 // at the edge. But even if edge scroll isn't in play, there's
6973 // other things for us to do here.
6974
6975 if( edge_scrolling ) {
6976 center += action == "MOUSE_MOVE" ? edge_scroll * 2 : edge_scroll;
6977 } else if( action == "MOUSE_MOVE" ) {
6978 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
6979 if( mouse_pos ) {
6980 lx = mouse_pos->x;
6981 ly = mouse_pos->y;
6982 }
6983 }
6984 } else if( cata::optional<tripoint> vec = ctxt.get_direction( action ) ) {
6985 if( fast_scroll ) {
6986 vec->x *= soffset;
6987 vec->y *= soffset;
6988 }
6989
6990 lx = lx + vec->x;
6991 ly = ly + vec->y;
6992 center.x = center.x + vec->x;
6993 center.y = center.y + vec->y;
6994 } else if( action == "throw_blind" ) {
6995 result.peek_action = PA_BLIND_THROW;
6996 } else if( action == "zoom_in" ) {
6997 center.x = lp.x;
6998 center.y = lp.y;
6999 zoom_in();
7001 } else if( action == "zoom_out" ) {
7002 center.x = lp.x;
7003 center.y = lp.y;
7004 zoom_out();
7006 }
7007 } while( action != "QUIT" && action != "CONFIRM" && action != "SELECT" && action != "TRAVEL_TO" &&
7008 action != "throw_blind" );
7009
7010 if( m.has_zlevels() && center.z != old_levz ) {
7011 m.invalidate_map_cache( old_levz );
7012 m.build_map_cache( old_levz );
7013 u.view_offset.z = 0;
7014 }
7015
7016 ctxt.reset_timeout();
7017 u.view_offset = prev_offset;
7018 zone_cb = nullptr;
7019 is_looking = false;
7020
7022 bVMonsterLookFire = true;
7023
7024 if( action == "CONFIRM" || action == "SELECT" ) {
7025 result.position = is_moving_zone ? zone_start : lp;
7026 }
7027
7028#if defined(TILES)
7029 if( is_moving_zone && get_zoom() != prev_tileset_zoom ) {
7030 // Reset the tileset zoom to the previous value
7031 set_zoom( prev_tileset_zoom );
7033 }
7034#endif
7035
7036 return result;
7037}
bool pixel_minimap_option
Whether to show the pixel minimap.
tripoint mouse_edge_scrolling_terrain(input_context &ctxt)
Used to implement mouse "edge scrolling".
Definition: game.cpp:2189
void set_zoom(int level)
Definition: game.cpp:7194
void draw_look_around_cursor(const tripoint &lp, const visibility_variables &cache)
Definition: game.cpp:5800
void extended_description(const tripoint &p)
Long description of (visible) things at tile.
void pre_print_all_tile_info(const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:6674
int get_zoom() const
Definition: game.cpp:7206
const visibility_variables & get_visibility_variables_cache() const
Definition: map.cpp:5645
void invalidate_map_cache(const int zlev)
Definition: map.h:470
std::vector< window_panel > & get_current_layout()
Definition: panels.cpp:2154
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505
static shared_ptr_fast< game::draw_callback_t > create_zone_callback(const cata::optional< tripoint > &zone_start, const cata::optional< tripoint > &zone_end, const bool &zone_blink, const bool &zone_cursor, const bool &is_moving_zone=false)
Definition: game.cpp:3188
@ PA_BLIND_THROW
Definition: game.h:122
static constexpr int OVERMAP_HEIGHT
static constexpr int BLINK_SPEED
static constexpr int OVERMAP_DEPTH
int right_print(const catacurses::window &w, const int line, const int right_indent, const nc_color &FG, const std::string &text)
Definition: output.cpp:461

References _, action, add_draw_callback(), add_msg(), BLINK_SPEED, map::build_map_cache(), bVMonsterLookFire, c_green, c_light_gray, c_light_green, c_white, center, center_print(), clamp(), create_zone_callback(), display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), draw_border(), draw_look_around_cursor(), extended_description(), fov_3d_z_range, g, input_context::get_action_name(), input_context::get_coordinates(), panel_manager::get_current_layout(), input_context::get_desc(), input_context::get_direction(), get_levx(), get_levy(), get_levz(), panel_manager::get_manager(), Character::get_path_avoid(), Character::get_pathfinding_settings(), map::get_visibility_variables_cache(), panel_manager::get_width_left(), get_zoom(), catacurses::getmaxy(), input_context::handle_input(), map::has_zlevels(), invalidate_main_ui_adaptor(), map::invalidate_map_cache(), is_looking, MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), list_items_monsters(), m, m_debug, m_info, mark_main_ui_adaptor_resize(), mouse_edge_scrolling_terrain(), mvwprintz(), catacurses::newwin(), cata::nullopt, OVERMAP_DEPTH, OVERMAP_HEIGHT, PA_BLIND_THROW, pixel_minimap_option, Character::pos(), Character::posz(), pre_print_all_tile_info(), ui_manager::redraw(), reenter_fullscreen(), input_context::register_action(), input_context::register_directions(), input_context::reset_timeout(), right_print(), map::route(), Character::sees(), Character::set_destination(), input_context::set_iso(), input_context::set_timeout(), set_zoom(), square_dist(), string_format(), temp_exit_fullscreen(), TERMX, TERMY, tileset_zoom, toggle_debug_hour_timer(), toggle_pixel_minimap(), tripoint_zero, u, map::update_visibility_cache(), use_tiles, player::view_offset, w_pixel_minimap, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::x, tripoint::y, tripoint::z, zoom_in(), and zoom_out().

◆ look_debug()

cata::optional< tripoint > game::look_debug ( )

Definition at line 5793 of file game.cpp.

5794{
5795 editmap edit;
5796 return edit.edit();
5797}
cata::optional< tripoint > edit()
Definition: editmap.cpp:339

References editmap::edit().

◆ mark_main_ui_adaptor_resize()

void game::mark_main_ui_adaptor_resize ( ) const

Definition at line 3145 of file game.cpp.

3146{
3148 if( ui ) {
3149 ui->mark_resize();
3150 }
3151}

References main_ui_adaptor.

Referenced by handle_action(), look_around(), toggle_fullscreen(), and toggle_pixel_minimap().

◆ memorial()

memorial_logger & game::memorial ( )

Definition at line 2887 of file game.cpp.

2888{
2889 return *memorial_logger_ptr;
2890}

References memorial_logger_ptr.

Referenced by cleanup_at_end(), load(), save_player_data(), win(), win_screen(), and write_memorial_file().

◆ mon_info()

void game::mon_info ( const catacurses::window w,
int  hor_padding = 0 
)

Definition at line 3836 of file game.cpp.

3837{
3838 const monster_visible_info &mon_visible = u.get_mon_visible();
3839 const auto &unique_types = mon_visible.unique_types;
3840 const auto &unique_mons = mon_visible.unique_mons;
3841 const auto &dangerous = mon_visible.dangerous;
3842
3843 const int width = getmaxx( w ) - 2 * hor_padding;
3844 const int maxheight = getmaxy( w );
3845
3846 const int startrow = 0;
3847
3848 // Print the direction headings
3849 // Reminder:
3850 // 7 0 1 unique_types uses these indices;
3851 // 6 8 2 0-7 are provide by direction_from()
3852 // 5 4 3 8 is used for local monsters (for when we explain them below)
3853
3854 const std::array<std::string, 8> dir_labels = {{
3855 _( "North:" ), _( "NE:" ), _( "East:" ), _( "SE:" ),
3856 _( "South:" ), _( "SW:" ), _( "West:" ), _( "NW:" )
3857 }
3858 };
3859 std::array<int, 8> widths;
3860 for( int i = 0; i < 8; i++ ) {
3861 widths[i] = utf8_width( dir_labels[i] );
3862 }
3863 std::array<int, 8> xcoords;
3864 const std::array<int, 8> ycoords = {{ 0, 0, 1, 2, 2, 2, 1, 0 }};
3865 xcoords[0] = xcoords[4] = width / 3;
3866 xcoords[1] = xcoords[3] = xcoords[2] = ( width / 3 ) * 2;
3867 xcoords[5] = xcoords[6] = xcoords[7] = 0;
3868 //for the alignment of the 1,2,3 rows on the right edge
3869 xcoords[2] -= utf8_width( _( "East:" ) ) - utf8_width( _( "NE:" ) );
3870 for( int i = 0; i < 8; i++ ) {
3871 nc_color c = unique_types[i].empty() && unique_mons[i].empty() ? c_dark_gray
3872 : ( dangerous[i] ? c_light_red : c_light_gray );
3873 mvwprintz( w, point( xcoords[i] + hor_padding, ycoords[i] + startrow ), c, dir_labels[i] );
3874 }
3875
3876 // Print the symbols of all monsters in all directions.
3877 for( int i = 0; i < 8; i++ ) {
3878 point pr( xcoords[i] + widths[i] + 1, ycoords[i] + startrow );
3879
3880 // The list of symbols needs a space on each end.
3881 int symroom = ( width / 3 ) - widths[i] - 2;
3882 const int typeshere_npc = unique_types[i].size();
3883 const int typeshere_mon = unique_mons[i].size();
3884 const int typeshere = typeshere_mon + typeshere_npc;
3885 for( int j = 0; j < typeshere && j < symroom; j++ ) {
3886 nc_color c;
3887 std::string sym;
3888 if( symroom < typeshere && j == symroom - 1 ) {
3889 // We've run out of room!
3890 c = c_white;
3891 sym = "+";
3892 } else if( j < typeshere_npc ) {
3893 switch( unique_types[i][j]->get_attitude() ) {
3894 case NPCATT_KILL:
3895 c = c_red;
3896 break;
3897 case NPCATT_FOLLOW:
3898 c = c_light_green;
3899 break;
3900 default:
3901 c = c_pink;
3902 break;
3903 }
3904 sym = "@";
3905 } else {
3906 const mtype &mt = *unique_mons[i][j - typeshere_npc].first;
3907 c = mt.color;
3908 sym = mt.sym;
3909 }
3910 mvwprintz( w, pr, c, sym );
3911
3912 pr.x++;
3913 }
3914 }
3915
3916 // Now we print their full names!
3917 struct nearest_loc_and_cnt {
3918 int nearest_loc;
3919 int cnt;
3920 };
3921 std::map<const mtype *, nearest_loc_and_cnt> all_mons;
3922 for( int loc = 0; loc < 9; loc++ ) {
3923 for( const std::pair<const mtype *, int> &mon : unique_mons[loc] ) {
3924 const auto mon_it = all_mons.find( mon.first );
3925 if( mon_it == all_mons.end() ) {
3926 all_mons.emplace( mon.first, nearest_loc_and_cnt{ loc, mon.second } );
3927 } else {
3928 // 8 being the nearest location (local monsters)
3929 mon_it->second.nearest_loc = std::max( mon_it->second.nearest_loc, loc );
3930 mon_it->second.cnt += mon.second;
3931 }
3932 }
3933 }
3934 std::vector<std::pair<const mtype *, int>> mons_at[9];
3935 for( const std::pair<const mtype *const, nearest_loc_and_cnt> &mon : all_mons ) {
3936 mons_at[mon.second.nearest_loc].emplace_back( mon.first, mon.second.cnt );
3937 }
3938
3939 // Start printing monster names on row 4. Rows 0-2 are for labels, and row 3
3940 // is blank.
3941 point pr( hor_padding, 4 + startrow );
3942
3943 // Print monster names, starting with those at location 8 (nearby).
3944 for( int j = 8; j >= 0 && pr.y < maxheight; j-- ) {
3945 // Separate names by some number of spaces (more for local monsters).
3946 int namesep = ( j == 8 ? 2 : 1 );
3947 for( const std::pair<const mtype *, int> &mon : mons_at[j] ) {
3948 const mtype *const type = mon.first;
3949 const int count = mon.second;
3950 if( pr.y >= maxheight ) {
3951 // no space to print to anyway
3952 break;
3953 }
3954
3955 const mtype &mt = *type;
3956 std::string name = mt.nname( count );
3957 // Some languages don't have plural forms, but we want to always
3958 // omit 1.
3959 if( count != 1 ) {
3960 name = string_format( pgettext( "monster count and name", "%1$d %2$s" ),
3961 count, name );
3962 }
3963
3964 // Move to the next row if necessary. (The +2 is for the "Z ").
3965 if( pr.x + 2 + utf8_width( name ) >= width ) {
3966 pr.y++;
3967 pr.x = hor_padding;
3968 }
3969
3970 if( pr.y < maxheight ) { // Don't print if we've overflowed
3971 mvwprintz( w, pr, mt.color, mt.sym );
3972 pr.x += 2; // symbol and space
3973 nc_color danger = c_dark_gray;
3974 if( mt.difficulty >= 30 ) {
3975 danger = c_red;
3976 } else if( mt.difficulty >= 16 ) {
3977 danger = c_light_red;
3978 } else if( mt.difficulty >= 8 ) {
3979 danger = c_white;
3980 } else if( mt.agro > 0 ) {
3981 danger = c_light_gray;
3982 }
3983 mvwprintz( w, pr, danger, name );
3984 pr.x += utf8_width( name ) + namesep;
3985 }
3986 }
3987 }
3988}
@ NPCATT_KILL
Definition: npc.h:91
@ NPCATT_FOLLOW
Definition: npc.h:84
std::vector< std::pair< const mtype *, int > > unique_mons[9]
Definition: avatar.h:48
bool dangerous[8]
Definition: avatar.h:51
std::vector< npc * > unique_types[9]
Definition: avatar.h:47
Definition: mtype.h:208
std::string sym
UTF-8 encoded symbol, should be exactly one cell wide.
Definition: mtype.h:256
nc_color color
Definition: mtype.h:261
int difficulty
Definition: mtype.h:267
int agro
e.g.
Definition: mtype.h:272

References _, mtype::agro, c, c_dark_gray, c_light_gray, c_light_green, c_light_red, c_pink, c_red, c_white, mtype::color, detail::count(), monster_visible_info::dangerous, mtype::difficulty, avatar::get_mon_visible(), catacurses::getmaxx(), catacurses::getmaxy(), mvwprintz(), om_direction::name(), mtype::nname(), NPCATT_FOLLOW, NPCATT_KILL, pgettext(), string_format(), mtype::sym, type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, utf8_width(), point::x, and point::y.

◆ mon_info_update()

void game::mon_info_update ( )

Definition at line 3990 of file game.cpp.

3991{
3992 int newseen = 0;
3993 const int safe_proxy_dist = get_option<int>( "SAFEMODEPROXIMITY" );
3994 const int iProxyDist = ( safe_proxy_dist <= 0 ) ? MAX_VIEW_DISTANCE :
3995 safe_proxy_dist;
3996
3997 monster_visible_info &mon_visible = u.get_mon_visible();
3998 auto &new_seen_mon = mon_visible.new_seen_mon;
3999 auto &unique_types = mon_visible.unique_types;
4000 auto &unique_mons = mon_visible.unique_mons;
4001 auto &dangerous = mon_visible.dangerous;
4002
4003 // 7 0 1 unique_types uses these indices;
4004 // 6 8 2 0-7 are provide by direction_from()
4005 // 5 4 3 8 is used for local monsters (for when we explain them below)
4006 for( auto &t : unique_types ) {
4007 t.clear();
4008 }
4009 for( auto &m : unique_mons ) {
4010 m.clear();
4011 }
4012 std::fill( dangerous, dangerous + 8, false );
4013
4014 const tripoint view = u.pos() + u.view_offset;
4015 new_seen_mon.clear();
4016
4017 // TODO: no reason to have it static here
4018 static time_point previous_turn = calendar::start_of_cataclysm;
4019 const time_duration sm_ignored_time = time_duration::from_turns(
4020 get_option<int>( "SAFEMODEIGNORETURNS" ) );
4021
4023 monster *m = dynamic_cast<monster *>( c );
4024 npc *p = dynamic_cast<npc *>( c );
4025 const direction dir_to_mon = direction_from( view.xy(), point( c->posx(), c->posy() ) );
4026 const int mx = POSX + ( c->posx() - view.x );
4027 const int my = POSY + ( c->posy() - view.y );
4028 int index = 8;
4029 if( !is_valid_in_w_terrain( point( mx, my ) ) ) {
4030 // for compatibility with old code, see diagram below, it explains the values for index,
4031 // also might need revisiting one z-levels are in.
4032 switch( dir_to_mon ) {
4036 index = 7;
4037 break;
4039 case direction::NORTH:
4041 index = 0;
4042 break;
4046 index = 1;
4047 break;
4049 case direction::WEST:
4051 index = 6;
4052 break;
4054 case direction::CENTER:
4056 index = 8;
4057 break;
4059 case direction::EAST:
4061 index = 2;
4062 break;
4066 index = 5;
4067 break;
4069 case direction::SOUTH:
4071 index = 4;
4072 break;
4076 index = 3;
4077 break;
4078 }
4079 }
4080
4081 rule_state safemode_state = RULE_NONE;
4082 const bool safemode_empty = get_safemode().empty();
4083
4084 if( m != nullptr ) {
4085 //Safemode monster check
4086 monster &critter = *m;
4087
4088 const monster_attitude matt = critter.attitude( &u );
4089 const int mon_dist = rl_dist( u.pos(), critter.pos() );
4090 safemode_state = get_safemode().check_monster( critter.name(), critter.attitude_to( u ), mon_dist );
4091
4092 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
4093 ( MATT_ATTACK == matt || MATT_FOLLOW == matt ) ) ) {
4094 if( index < 8 && critter.sees( g->u ) ) {
4095 dangerous[index] = true;
4096 }
4097
4098 if( !safemode_empty || mon_dist <= iProxyDist ) {
4099 bool passmon = false;
4100 if( critter.ignoring > 0 ) {
4101 if( safe_mode != SAFE_MODE_ON ) {
4102 critter.ignoring = 0;
4103 } else if( ( sm_ignored_time == 0_seconds || ( critter.lastseen_turn &&
4104 *critter.lastseen_turn > calendar::turn - sm_ignored_time ) ) &&
4105 ( mon_dist > critter.ignoring / 2 || mon_dist < 6 ) ) {
4106 passmon = true;
4107 }
4108 critter.lastseen_turn = calendar::turn;
4109 }
4110
4111 if( !passmon ) {
4112 newseen++;
4113 new_seen_mon.push_back( shared_from( critter ) );
4114 }
4115 }
4116 }
4117
4118 std::vector<std::pair<const mtype *, int>> &vec = unique_mons[index];
4119 const auto mon_it = std::find_if( vec.begin(), vec.end(),
4120 [&]( const std::pair<const mtype *, int> &elem ) {
4121 return elem.first == critter.type;
4122 } );
4123 if( mon_it == vec.end() ) {
4124 vec.emplace_back( critter.type, 1 );
4125 } else {
4126 mon_it->second++;
4127 }
4128 } else if( p != nullptr ) {
4129 //Safe mode NPC check
4130
4131 const int npc_dist = rl_dist( u.pos(), p->pos() );
4132 safemode_state = get_safemode().check_monster( get_safemode().npc_type_name(), p->attitude_to( u ),
4133 npc_dist );
4134
4135 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
4136 p->get_attitude() == NPCATT_KILL ) ) {
4137 if( !safemode_empty || npc_dist <= iProxyDist ) {
4138 newseen++;
4139 }
4140 }
4141 unique_types[index].push_back( p );
4142 }
4143 }
4144
4145 if( newseen > mostseen ) {
4146 if( newseen - mostseen == 1 ) {
4147 if( !new_seen_mon.empty() ) {
4148 monster &critter = *new_seen_mon.back();
4150 string_format( _( "%s spotted!" ), critter.name() ) );
4151 if( u.has_trait( trait_id( "M_DEFENDER" ) ) && critter.type->in_species( PLANT ) ) {
4152 add_msg( m_warning, _( "We have detected a %s - an enemy of the Mycus!" ), critter.name() );
4154 u.add_effect( effect_adrenaline_mycus, 30_minutes );
4155 } else if( u.get_effect_int( effect_adrenaline_mycus ) == 1 ) {
4156 // Triffids present. We ain't got TIME to adrenaline comedown!
4157 u.add_effect( effect_adrenaline_mycus, 15_minutes );
4158 u.mod_pain( 3 ); // Does take it out of you, though
4159 add_msg( m_info, _( "Our fibers strain with renewed wrath!" ) );
4160 }
4161 }
4162 } else {
4163 //Hostile NPC
4165 _( "Hostile survivor spotted!" ) );
4166 }
4167 } else {
4169 }
4171 if( safe_mode == SAFE_MODE_ON ) {
4173 }
4174 } else if( calendar::turn > previous_turn && get_option<bool>( "AUTOSAFEMODE" ) &&
4175 newseen == 0 ) { // Auto-safe mode, but only if it's a new turn
4176 turnssincelastmon += to_turns<int>( calendar::turn - previous_turn );
4177 if( turnssincelastmon >= get_option<int>( "AUTOSAFEMODETURNS" ) && safe_mode == SAFE_MODE_OFF ) {
4179 add_msg( m_info, _( "Safe mode ON!" ) );
4180 }
4181 }
4182
4183 if( newseen == 0 && safe_mode == SAFE_MODE_STOP ) {
4185 }
4186
4187 previous_turn = calendar::turn;
4188 mostseen = newseen;
4189}
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1250
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:202
bool cancel_activity_or_ignore_query(distraction_type type, const std::string &text)
Asks if the player wants to cancel their activity and if so cancels it.
Definition: game.cpp:1810
monster_attitude attitude(const Character *u=nullptr) const
Definition: monster.cpp:1086
cata::optional< time_point > lastseen_turn
Definition: monster.h:509
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: npc.cpp:2077
rule_state check_monster(const std::string &creature_name_in, Creature::Attitude attitude_in, int proximity_in) const
bool empty() const
rule_state
Definition: enums.h:51
@ RULE_NONE
Definition: enums.h:52
bool is_valid_in_w_terrain(const point &p)
Definition: game.cpp:279
static const species_id PLANT("PLANT")
static const efftype_id effect_adrenaline_mycus("adrenaline_mycus")
static constexpr int MAPSIZE_X
monster_attitude
Definition: monster.h:55
@ MATT_FOLLOW
Definition: monster.h:61
@ MATT_ATTACK
Definition: monster.h:62
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)
bool in_species(const species_id &spec) const
Definition: mtype.cpp:122

References _, ABOVECENTER, ABOVEEAST, ABOVENORTH, ABOVENORTHEAST, ABOVENORTHWEST, ABOVESOUTH, ABOVESOUTHEAST, ABOVESOUTHWEST, ABOVEWEST, Creature::add_effect(), add_msg(), monster::attitude(), monster::attitude_to(), npc::attitude_to(), BELOWCENTER, BELOWEAST, BELOWNORTH, BELOWNORTHEAST, BELOWNORTHWEST, BELOWSOUTH, BELOWSOUTHEAST, BELOWSOUTHWEST, BELOWWEST, c, cancel_activity_or_ignore_query(), CENTER, safemode::check_monster(), monster_visible_info::dangerous, direction_from(), EAST, effect_adrenaline_mycus, safemode::empty(), detail::fill(), time_duration::from_turns(), g, npc::get_attitude(), Creature::get_effect_int(), avatar::get_mon_visible(), get_safemode(), Character::get_visible_creatures(), Creature::has_effect(), Character::has_trait(), hostile_spotted_far, monster::ignoring, mtype::in_species(), is_valid_in_w_terrain(), monster::lastseen_turn, m, m_info, m_warning, MAPSIZE_X, MATT_ATTACK, MATT_FOLLOW, MAX_VIEW_DISTANCE, player::mod_pain(), mostseen, monster::name(), monster_visible_info::new_seen_mon, NORTH, NORTHEAST, NORTHWEST, NPCATT_KILL, PLANT, Character::pos(), monster::pos(), POSX, POSY, rl_dist(), RULE_BLACKLISTED, RULE_NONE, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, Creature::sees(), set_safe_mode(), shared_from(), SOUTH, SOUTHEAST, SOUTHWEST, calendar::start_of_cataclysm, string_format(), calendar::turn, turnssincelastmon, monster::type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, player::view_offset, WEST, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by do_turn().

◆ monmove()

void game::monmove ( )
private

Definition at line 4226 of file game.cpp.

4227{
4228 cleanup_dead();
4229
4230 for( monster &critter : all_monsters() ) {
4231 // Critters in impassable tiles get pushed away, unless it's not impassable for them
4232 if( !critter.is_dead() && m.impassable( critter.pos() ) && !critter.can_move_to( critter.pos() ) ) {
4233 std::string msg = string_format( "%s can't move to its location! %s %s", critter.name(),
4234 critter.pos().to_string(), m.tername( critter.pos() ) );
4235 dbg( DL::Error ) << msg;
4236 add_msg( m_debug, msg );
4237 bool okay = false;
4238 for( const tripoint &dest : m.points_in_radius( critter.pos(), 3 ) ) {
4239 if( critter.can_move_to( dest ) && is_empty( dest ) ) {
4240 critter.setpos( dest );
4241 okay = true;
4242 break;
4243 }
4244 }
4245 if( !okay ) {
4246 // die of "natural" cause (overpopulation is natural)
4247 critter.die( nullptr );
4248 }
4249 }
4250
4251 if( !critter.is_dead() ) {
4252 critter.process_items();
4253 }
4254
4255 if( !critter.is_dead() ) {
4256 critter.process_turn();
4257 }
4258
4259 m.creature_in_field( critter );
4260 if( calendar::once_every( 1_days ) ) {
4261 if( critter.has_flag( MF_MILKABLE ) ) {
4262 critter.refill_udders();
4263 }
4264 critter.try_reproduce();
4265 }
4266 while( critter.moves > 0 && !critter.is_dead() && !critter.has_effect( effect_ridden ) ) {
4267 critter.made_footstep = false;
4268 // Controlled critters don't make their own plans
4269 if( !critter.has_effect( effect_ai_controlled ) ) {
4270 // Formulate a path to follow
4271 critter.plan();
4272 }
4273 critter.move(); // Move one square, possibly hit u
4274 critter.process_triggers();
4275 m.creature_in_field( critter );
4276 }
4277
4278 if( !critter.is_dead() &&
4279 u.has_active_bionic( bionic_id( "bio_alarm" ) ) &&
4280 u.get_power_level() >= 25_kJ &&
4281 rl_dist( u.pos(), critter.pos() ) <= 5 &&
4282 !critter.is_hallucination() ) {
4283 u.mod_power_level( -25_kJ );
4284 add_msg( m_warning, _( "Your motion alarm goes off!" ) );
4286 _( "Your motion alarm goes off!" ) );
4287 if( u.has_effect( efftype_id( "sleep" ) ) ) {
4288 u.wake_up();
4289 }
4290 }
4291 }
4292
4293 cleanup_dead();
4294
4295 // The remaining monsters are all alive, but may be outside of the reality bubble.
4296 // If so, despawn them. This is not the same as dying, they will be stored for later and the
4297 // monster::die function is not called.
4298 for( monster &critter : all_monsters() ) {
4299 if( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
4300 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
4301 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
4302 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) {
4303 despawn_monster( critter );
4304 }
4305 }
4306
4307 // Now, do active NPCs.
4308 for( npc &guy : g->all_npcs() ) {
4309 int turns = 0;
4310 if( guy.is_mounted() ) {
4311 guy.check_mount_is_spooked();
4312 }
4313 m.creature_in_field( guy );
4314 if( !guy.has_effect( effect_npc_suspend ) ) {
4315 guy.process_turn();
4316 }
4317 while( !guy.is_dead() && guy.moves > 0 && turns < 10 &&
4318 ( !guy.in_sleep_state() || guy.activity.id() == ACT_OPERATION )
4319 ) {
4320 int moves = guy.moves;
4321 guy.move();
4322 if( moves == guy.moves ) {
4323 // Count every time we exit npc::move() without spending any moves.
4324 turns++;
4325 }
4326
4327 // Turn on debug mode when in infinite loop
4328 // It has to be done before the last turn, otherwise
4329 // there will be no meaningful debug output.
4330 if( turns == 9 ) {
4331 debugmsg( "NPC %s entered infinite loop. Turning on debug mode",
4332 guy.name );
4333 debug_mode = true;
4334 }
4335 }
4336
4337 // If we spun too long trying to decide what to do (without spending moves),
4338 // Invoke cognitive suspension to prevent an infinite loop.
4339 if( turns == 10 ) {
4340 add_msg( _( "%s faints!" ), guy.name );
4341 guy.reboot();
4342 }
4343
4344 if( !guy.is_dead() ) {
4345 guy.npc_update_body();
4346 }
4347 }
4348 cleanup_dead();
4349}
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1987
units::energy get_power_level() const
Definition: character.cpp:1967
void wake_up()
Definition: avatar.cpp:957
static const activity_id ACT_OPERATION("ACT_OPERATION")
static const efftype_id effect_npc_suspend("npc_suspend")
static const efftype_id effect_ai_controlled("ai_controlled")
static constexpr int MAPSIZE_Y
@ MF_MILKABLE
Definition: mtype.h:167

References _, ACT_OPERATION, add_msg(), alert, all_monsters(), cancel_activity_or_ignore_query(), cleanup_dead(), map::creature_in_field(), dbg, debug_mode, debugmsg, despawn_monster(), effect_ai_controlled, effect_npc_suspend, effect_ridden, Error, g, Character::get_power_level(), Character::has_active_bionic(), Creature::has_effect(), map::impassable(), is_empty(), m, m_debug, m_warning, MAPSIZE_X, MAPSIZE_Y, MF_MILKABLE, Character::mod_power_level(), calendar::once_every(), map::points_in_radius(), Character::pos(), rl_dist(), string_format(), map::tername(), u, and avatar::wake_up().

Referenced by do_turn().

◆ mouse_edge_scrolling()

std::pair< tripoint, tripoint > game::mouse_edge_scrolling ( input_context ctxt,
int  speed,
const tripoint last,
bool  iso 
)
private

Definition at line 2136 of file game.cpp.

2138{
2139 const int rate = get_option<int>( "EDGE_SCROLL" );
2140 auto ret = std::make_pair( tripoint_zero, last );
2141 if( rate == -1 ) {
2142 // Fast return when the option is disabled.
2143 return ret;
2144 }
2145 // Ensure the parameters are used even if the #if below is false
2146 ( void ) ctxt;
2147 ( void ) speed;
2148 ( void ) iso;
2149#if (defined TILES || defined _WIN32 || defined WINDOWS)
2150 auto now = std::chrono::steady_clock::now();
2151 if( now < last_mouse_edge_scroll + std::chrono::milliseconds( rate ) ) {
2152 return ret;
2153 } else {
2155 }
2156 const input_event event = ctxt.get_raw_input();
2157 if( event.type == CATA_INPUT_MOUSE ) {
2158 const point threshold( projected_window_width() / 100, projected_window_height() / 100 );
2159 if( event.mouse_pos.x <= threshold.x ) {
2160 ret.first.x -= speed;
2161 if( iso ) {
2162 ret.first.y -= speed;
2163 }
2164 } else if( event.mouse_pos.x >= projected_window_width() - threshold.x ) {
2165 ret.first.x += speed;
2166 if( iso ) {
2167 ret.first.y += speed;
2168 }
2169 }
2170 if( event.mouse_pos.y <= threshold.y ) {
2171 ret.first.y -= speed;
2172 if( iso ) {
2173 ret.first.x += speed;
2174 }
2175 } else if( event.mouse_pos.y >= projected_window_height() - threshold.y ) {
2176 ret.first.y += speed;
2177 if( iso ) {
2178 ret.first.x -= speed;
2179 }
2180 }
2181 ret.second = ret.first;
2182 } else if( event.type == CATA_INPUT_TIMEOUT ) {
2183 ret.first = ret.second;
2184 }
2185#endif
2186 return ret;
2187}
@ CATA_INPUT_TIMEOUT
Definition: input.h:81
@ CATA_INPUT_MOUSE
Definition: input.h:84

References CATA_INPUT_MOUSE, CATA_INPUT_TIMEOUT, input_context::get_raw_input(), iso, last, last_mouse_edge_scroll, cata::hash64_detail::ret, tripoint_zero, point::x, and point::y.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ mouse_edge_scrolling_overmap()

tripoint game::mouse_edge_scrolling_overmap ( input_context ctxt)

This variant is suitable for the overmap.

Definition at line 2198 of file game.cpp.

2199{
2200 // overmap has no iso mode
2204 return ret.first;
2205}
std::pair< tripoint, tripoint > mouse_edge_scrolling(input_context &ctxt, int speed, const tripoint &last, bool iso)
Definition: game.cpp:2136
tripoint last_mouse_edge_scroll_vector_terrain
Definition: game.h:1095
tripoint last_mouse_edge_scroll_vector_overmap
Definition: game.h:1096

References last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, and tripoint_zero.

◆ mouse_edge_scrolling_terrain()

tripoint game::mouse_edge_scrolling_terrain ( input_context ctxt)

Used to implement mouse "edge scrolling".

Returns a tripoint which is a vector of the resulting "move", i.e. (0, 0, 0) if the mouse is not at the edge of the screen, otherwise some (x, y, 0) depending on which edges are hit. This variant adjust scrolling speed according to zoom level, making it suitable when viewing the "terrain".

Definition at line 2189 of file game.cpp.

References DEFAULT_TILESET_ZOOM, last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, tile_iso, tileset_zoom, and tripoint_zero.

Referenced by look_around().

◆ move_save_to_graveyard()

void game::move_save_to_graveyard ( const std::string &  dirname)
private

Definition at line 2573 of file game.cpp.

2574{
2575 const std::string save_dir = get_world_base_save_path();
2576 const std::string graveyard_dir = PATH_INFO::graveyarddir() + "/";
2577 const std::string graveyard_save_dir = graveyard_dir + dirname + "/";
2578 const std::string prefix = base64_encode( u.name ) + ".";
2579
2580 if( !assure_dir_exist( graveyard_dir ) ) {
2581 debugmsg( "could not create graveyard path '%s'", graveyard_dir );
2582 }
2583
2584 if( !assure_dir_exist( graveyard_save_dir ) ) {
2585 debugmsg( "could not create graveyard path '%s'", graveyard_save_dir );
2586 }
2587
2588 const auto save_files = get_files_from_path( prefix, save_dir );
2589 if( save_files.empty() ) {
2590 debugmsg( "could not find save files in '%s'", save_dir );
2591 }
2592
2593 for( const auto &src_path : save_files ) {
2594 const std::string dst_path = graveyard_save_dir +
2595 src_path.substr( src_path.rfind( '/' ), std::string::npos );
2596
2597 if( rename_file( src_path, dst_path ) ) {
2598 continue;
2599 }
2600
2601 debugmsg( "could not rename file '%s' to '%s'", src_path, dst_path );
2602
2603 if( remove_file( src_path ) ) {
2604 continue;
2605 }
2606
2607 debugmsg( "could not remove file '%s'", src_path );
2608 }
2609}
@ prefix
Definition: enums.h:79
bool remove_file(const std::string &path)
Remove a file.
Definition: filesystem.cpp:89
bool assure_dir_exist(const std::string &path)
Create directory if it does not exist.
Definition: filesystem.cpp:48
bool rename_file(const std::string &old_path, const std::string &new_path)
Rename a file, overwriting the target.
Definition: filesystem.cpp:105
std::vector< std::string > get_files_from_path(const std::string &pattern, const std::string &root_path, const bool recursive_search, const bool match_extension)
Returns a vector of files or directories matching pattern at root_path.
Definition: filesystem.cpp:362
std::string graveyarddir()
Definition: path_info.cpp:202

References assure_dir_exist(), base64_encode(), debugmsg, get_files_from_path(), get_world_base_save_path(), PATH_INFO::graveyarddir(), Character::name, prefix, remove_file(), rename_file(), and u.

Referenced by cleanup_at_end().

◆ moving_vehicle_dismount()

void game::moving_vehicle_dismount ( const tripoint dest_loc)

Handles players exiting from moving vehicles.

Definition at line 5261 of file game.cpp.

5262{
5263 const optional_vpart_position vp = m.veh_at( u.pos() );
5264 if( !vp ) {
5265 debugmsg( "Tried to exit non-existent vehicle." );
5266 return;
5267 }
5268 vehicle *const veh = &vp->vehicle();
5269 if( u.pos() == dest_loc ) {
5270 debugmsg( "Need somewhere to dismount towards." );
5271 return;
5272 }
5273 tileray ray( dest_loc.xy() + point( -u.posx(), -u.posy() ) );
5274 // TODO:: make dir() const correct!
5275 const units::angle d = ray.dir();
5276 add_msg( _( "You dive from the %s." ), veh->name );
5277 m.unboard_vehicle( u.pos() );
5278 u.moves -= 200;
5279 // Dive three tiles in the direction of tox and toy
5280 fling_creature( &u, d, 30, true );
5281 // Hit the ground according to vehicle speed
5282 if( !m.has_flag( "SWIMMABLE", u.pos() ) ) {
5283 if( veh->velocity > 0 ) {
5284 fling_creature( &u, veh->face.dir(), veh->velocity / static_cast<float>( 100 ) );
5285 } else {
5286 fling_creature( &u, veh->face.dir() + 180_degrees,
5287 -( veh->velocity ) / static_cast<float>( 100 ) );
5288 }
5289 }
5290}
void fling_creature(Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
Flings the input creature in the given direction.
Definition: game.cpp:9866

References _, add_msg(), debugmsg, tileray::dir(), vehicle::face, fling_creature(), map::has_flag(), m, Creature::moves, vehicle::name, Character::pos(), Character::posx(), Character::posy(), u, map::unboard_vehicle(), map::veh_at(), vehicle::velocity, and tripoint::xy().

◆ natural_light_level()

float game::natural_light_level ( int  zlev) const

Definition at line 3655 of file game.cpp.

3656{
3657 // ignore while underground or above limits
3658 if( zlev > OVERMAP_HEIGHT || zlev < 0 ) {
3659 return LIGHT_AMBIENT_MINIMAL;
3660 }
3661
3662 if( latest_lightlevels[zlev] > -std::numeric_limits<float>::max() ) {
3663 // Already found the light level for now?
3664 return latest_lightlevels[zlev];
3665 }
3666
3667 float ret = LIGHT_AMBIENT_MINIMAL;
3668
3669 // Sunlight/moonlight related stuff
3671 if( !weather.lightning_active ) {
3673 } else {
3674 // Recent lightning strike has lit the area
3676 }
3677
3679
3680 // Artifact light level changes here. Even though some of these only have an effect
3681 // aboveground it is cheaper performance wise to simply iterate through the entire
3682 // list once instead of twice.
3683 float mod_ret = -1;
3684 // Each artifact change does std::max(mod_ret, new val) since a brighter end value
3685 // will trump a lower one.
3686 if( const timed_event *e = timed_events.get( TIMED_EVENT_DIM ) ) {
3687 // TIMED_EVENT_DIM slowly dims the natural sky level, then relights it.
3688 const time_duration left = e->when - calendar::turn;
3689 // TIMED_EVENT_DIM has an occurrence date of turn + 50, so the first 25 dim it,
3690 if( left > 25_turns ) {
3691 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( left - 25_turns ) ) / 25_turns );
3692 // and the last 25 scale back towards normal.
3693 } else {
3694 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( 25_turns - left ) ) / 25_turns );
3695 }
3696 }
3698 // TIMED_EVENT_ARTIFACT_LIGHT causes everywhere to become as bright as day.
3699 mod_ret = std::max<float>( ret, default_daylight_level() );
3700 }
3701 // If we had a changed light level due to an artifact event then it overwrites
3702 // the natural light level.
3703 if( mod_ret > -1 ) {
3704 ret = mod_ret;
3705 }
3706
3707 // Cap everything to our minimum light level
3708 ret = std::max<float>( LIGHT_AMBIENT_MINIMAL, ret );
3709
3710 latest_lightlevels[zlev] = ret;
3711
3712 return ret;
3713}
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
float sunlight(const time_point &p, const bool vision)
Returns the current sunlight or moonlight level through the preceding functions.
Definition: calendar.cpp:199
std::array< float, OVERMAP_LAYERS > latest_lightlevels
Definition: game.h:1068
bool queued(timed_event_type type) const
timed_event * get(timed_event_type type)
weather_type_id weather_id
Definition: weather.h:193
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
@ TIMED_EVENT_DIM
Definition: timed_event.h:22
@ TIMED_EVENT_ARTIFACT_LIGHT
Definition: timed_event.h:23

References default_daylight_level(), timed_event_manager::get(), get_weather, latest_lightlevels, left, LIGHT_AMBIENT_MINIMAL, weather_type::light_modifier, OVERMAP_HEIGHT, timed_event_manager::queued(), cata::hash64_detail::ret, sunlight(), TIMED_EVENT_ARTIFACT_LIGHT, TIMED_EVENT_DIM, timed_events, calendar::turn, and weather_manager::weather_id.

Referenced by light_level().

◆ npc_menu()

bool game::npc_menu ( npc who)

Returns true if the menu handled stuff and player shouldn't do anything else.

Perception slightly increases precision when examining NPCs' wounds Firstaid increases precision when examining NPCs' wounds

Definition at line 5392 of file game.cpp.

5393{
5394 enum choices : int {
5395 talk = 0,
5396 swap_pos,
5397 push,
5398 examine_wounds,
5399 use_item,
5400 sort_armor,
5401 attack,
5402 disarm,
5403 steal
5404 };
5405
5406 const bool obeys = debug_mode || ( who.is_player_ally() && !who.in_sleep_state() );
5407
5408 uilist amenu;
5409
5410 amenu.text = string_format( _( "What to do with %s?" ), who.disp_name() );
5411 amenu.addentry( talk, true, 't', _( "Talk" ) );
5412 amenu.addentry( swap_pos, obeys && !who.is_mounted() &&
5413 !u.is_mounted(), 's', _( "Swap positions" ) );
5414 amenu.addentry( push, obeys && !who.is_mounted(), 'p', _( "Push away" ) );
5415 amenu.addentry( examine_wounds, true, 'w', _( "Examine wounds" ) );
5416 amenu.addentry( use_item, true, 'i', _( "Use item on" ) );
5417 amenu.addentry( sort_armor, true, 'r', _( "Sort armor" ) );
5418 amenu.addentry( attack, true, 'a', _( "Attack" ) );
5419 if( !who.is_player_ally() ) {
5420 amenu.addentry( disarm, who.is_armed(), 'd', _( "Disarm" ) );
5421 amenu.addentry( steal, !who.is_enemy(), 'S', _( "Steal" ) );
5422 }
5423
5424 amenu.query();
5425
5426 const int choice = amenu.ret;
5427 if( choice == talk ) {
5428 who.talk_to_u();
5429 } else if( choice == swap_pos ) {
5430 if( !prompt_dangerous_tile( who.pos() ) ) {
5431 return true;
5432 }
5433 // TODO: Make NPCs protest when displaced onto dangerous crap
5434 add_msg( _( "You swap places with %s." ), who.name );
5435 swap_critters( u, who );
5436 // TODO: Make that depend on stuff
5437 u.mod_moves( -200 );
5438 } else if( choice == push ) {
5439 // TODO: Make NPCs protest when displaced onto dangerous crap
5440 tripoint oldpos = who.pos();
5441 who.move_away_from( u.pos(), true );
5442 u.mod_moves( -20 );
5443 if( oldpos != who.pos() ) {
5444 add_msg( _( "%s moves out of the way." ), who.name );
5445 } else {
5446 add_msg( m_warning, _( "%s has nowhere to go!" ), who.name );
5447 }
5448 } else if( choice == examine_wounds ) {
5449 ///\EFFECT_PER slightly increases precision when examining NPCs' wounds
5450
5451 ///\EFFECT_FIRSTAID increases precision when examining NPCs' wounds
5452 const bool precise = u.get_skill_level( skill_firstaid ) * 4 + u.per_cur >= 20;
5453 who.body_window( _( "Limbs of: " ) + who.disp_name(), true, precise, 0, 0, 0, 0.0f, 0.0f, 0.0f,
5454 0.0f, 0.0f );
5455 } else if( choice == use_item ) {
5456 static const std::string heal_string( "heal" );
5457 const auto will_accept = []( const item & it ) {
5458 const auto use_fun = it.get_use( heal_string );
5459 if( use_fun == nullptr ) {
5460 return false;
5461 }
5462
5463 const auto *actor = dynamic_cast<const heal_actor *>( use_fun->get_actor_ptr() );
5464
5465 return actor != nullptr &&
5466 actor->limb_power >= 0 &&
5467 actor->head_power >= 0 &&
5468 actor->torso_power >= 0;
5469 };
5470 item_location loc = game_menus::inv::titled_filter_menu( will_accept, u, _( "Use which item?" ) );
5471
5472 if( !loc ) {
5473 add_msg( _( "Never mind" ) );
5474 return false;
5475 }
5476 item &used = *loc;
5477 bool did_use = u.invoke_item( &used, heal_string, who.pos() );
5478 if( did_use ) {
5479 // Note: exiting a body part selection menu counts as use here
5480 u.mod_moves( -300 );
5481 }
5482 } else if( choice == sort_armor ) {
5483 who.sort_armor();
5484 u.mod_moves( -100 );
5485 } else if( choice == attack ) {
5486 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5487 u.melee_attack( who, true );
5488 who.on_attacked( u );
5489 }
5490 } else if( choice == disarm ) {
5491 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5492 u.disarm( who );
5493 }
5494 } else if( choice == steal && query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5495 u.steal( who );
5496 }
5497
5498 return true;
5499}
hp_part body_window(const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
Displays menu with body part hp, optionally with hp estimation after healing.
Definition: character.cpp:5848
bool in_sleep_state() const override
Definition: character.cpp:9325
void melee_attack(Creature &t, bool allow_special, const matec_id &force_technique, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:390
int per_cur
Definition: character.h:250
void steal(npc &target)
Try to steal an item from the NPC's inventory.
Definition: melee.cpp:2391
bool prompt_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8806
bool swap_critters(Creature &, Creature &)
Swaps positions of two creatures.
Definition: game.cpp:4907
float limb_power
How much hp to restore when healing limbs?
Definition: iuse_actor.h:1011
void talk_to_u(bool radio_contact=false)
Definition: npctalk.cpp:731
void on_attacked(const Creature &attacker)
Definition: npc.cpp:1449
void move_away_from(const tripoint &p, bool no_bash_atk=false, std::set< tripoint > *nomove=nullptr)
Definition: npcmove.cpp:2535
void disarm(npc &target)
Try to disarm the NPC.
Definition: melee.cpp:2315
static const skill_id skill_firstaid("firstaid")
static void swap_pos(Creature &caster, const tripoint &target)
item_location steal(avatar &you, player &victim)
Menu for stealing stuff.
item_location titled_filter_menu(item_filter filter, avatar &you, const std::string &title, const std::string &none_message="")
void push(monster &z)
Definition: monexamine.cpp:604

References _, add_msg(), uilist::addentry(), Character::body_window(), debug_mode, player::disarm(), Character::disp_name(), Character::get_skill_level(), Character::in_sleep_state(), avatar::invoke_item(), Character::is_armed(), npc::is_enemy(), Character::is_mounted(), npc::is_player_ally(), heal_actor::limb_power, m_warning, Character::melee_attack(), Creature::mod_moves(), npc::move_away_from(), Character::name, npc::on_attacked(), Character::per_cur, Character::pos(), prompt_dangerous_tile(), monexamine::push(), uilist::query(), query_yn(), uilist::ret, skill_firstaid, player::sort_armor(), game_menus::inv::steal(), avatar::steal(), string_format(), swap_critters(), swap_pos(), npc::talk_to_u(), uilist::text, game_menus::inv::titled_filter_menu(), u, and avatar_action::use_item().

Referenced by examine().

◆ num_creatures()

size_t game::num_creatures ( ) const

Returns the approximate number of creatures in the reality bubble.

Because of performance restrictions it may return a slightly incorrect values (as it includes dead, but not yet cleaned up creatures).

Definition at line 4852 of file game.cpp.

4853{
4854 return critter_tracker->size() + active_npc.size() + 1; // 1 == g->u
4855}

References active_npc, and critter_tracker.

Referenced by display_visibility(), and fungal_effects::fungalize().

◆ on_move_effects()

void game::on_move_effects ( )

Definition at line 9824 of file game.cpp.

9825{
9826 // TODO: Move this to a character method
9827 if( !u.is_mounted() ) {
9828 const item muscle( "muscle" );
9829 for( const bionic_id &bid : u.get_bionic_fueled_with( muscle ) ) {
9830 if( u.has_active_bionic( bid ) ) {// active power gen
9831 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->fuel_efficiency );
9832 } else if( u.has_bionic( bid ) ) {// passive power gen
9833 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->passive_fuel_efficiency );
9834 }
9835 }
9836
9837 if( u.has_active_bionic( bionic_id( "bio_jointservo" ) ) ) {
9838 if( u.movement_mode_is( CMM_RUN ) ) {
9839 u.mod_power_level( -55_J );
9840 } else {
9841 u.mod_power_level( -35_J );
9842 }
9843 }
9844 }
9845
9846 if( u.movement_mode_is( CMM_RUN ) ) {
9847 if( !u.can_run() ) {
9849 }
9850 }
9851
9852 // apply martial art move bonuses
9853 u.martial_arts_data->ma_onmove_effects( u );
9854
9856}
@ CMM_RUN
Definition: character.h:103
bool can_run()
source of truth of whether a Character can run
Definition: character.cpp:1329
bool movement_mode_is(character_movemode mode) const
Check against the character's current movement mode.
Definition: character.cpp:1619
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1928
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1877
void do_ambient()
Definition: sounds.cpp:1616
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32

References Character::can_run(), CMM_RUN, sfx::do_ambient(), units::from_kilojoule(), item::fuel_energy(), Character::get_bionic_fueled_with(), Character::has_active_bionic(), Character::has_bionic(), Character::is_mounted(), Character::martial_arts_data, Character::mod_power_level(), Character::movement_mode_is(), avatar::toggle_run_mode(), and u.

Referenced by phasing_move(), and walk_move().

◆ on_options_changed()

void game::on_options_changed ( )

Should be invoked whenever options change.

Definition at line 9858 of file game.cpp.

9859{
9860#if defined(TILES)
9861 tilecontext->on_options_changed();
9862#endif
9863 grid_tracker_ptr->on_options_changed();
9864}

References grid_tracker_ptr.

◆ open_consume_item_menu()

void game::open_consume_item_menu ( )
private

Definition at line 1490 of file handle_action.cpp.

1491{
1492 uilist as_m;
1493
1494 as_m.text = _( "What do you want to consume?" );
1495
1496 as_m.entries.emplace_back( 0, true, 'f', _( "Food" ) );
1497 as_m.entries.emplace_back( 1, true, 'd', _( "Drink" ) );
1498 as_m.entries.emplace_back( 2, true, 'm', _( "Medication" ) );
1499 as_m.query();
1500
1501 switch( as_m.ret ) {
1502 case 0:
1504 break;
1505 case 1:
1507 break;
1508 case 2:
1510 break;
1511 default:
1512 break;
1513 }
1514}
std::vector< uilist_entry > entries
Definition: ui.h:323
item_location consume_drink(player &p)
Consuming a drink item via a custom menu.
item_location consume_meds(player &p)
Consuming a medication item via a custom menu.
item_location consume_food(player &p)
Consuming a food item via a custom menu.

References _, game_menus::inv::consume_drink(), game_menus::inv::consume_food(), game_menus::inv::consume_meds(), avatar_action::eat(), uilist::entries, uilist::query(), uilist::ret, uilist::text, and u.

Referenced by handle_action().

◆ overmap_npc_move()

void game::overmap_npc_move ( )
private

Definition at line 4351 of file game.cpp.

4352{
4353 std::vector<npc *> travelling_npcs;
4354 static constexpr int move_search_radius = 600;
4355 for( auto &elem : overmap_buffer.get_npcs_near_player( move_search_radius ) ) {
4356 if( !elem ) {
4357 continue;
4358 }
4359 npc *npc_to_add = elem.get();
4360 if( ( !npc_to_add->is_active() || rl_dist( u.pos(), npc_to_add->pos() ) > SEEX * 2 ) &&
4361 npc_to_add->mission == NPC_MISSION_TRAVELLING ) {
4362 travelling_npcs.push_back( npc_to_add );
4363 }
4364 }
4365 for( auto &elem : travelling_npcs ) {
4366 if( elem->has_omt_destination() ) {
4367 if( !elem->omt_path.empty() && rl_dist( elem->omt_path.back(), elem->global_omt_location() ) > 2 ) {
4368 //recalculate path, we got distracted doing something else probably
4369 elem->omt_path.clear();
4370 }
4371 if( elem->omt_path.empty() ) {
4372 const tripoint_abs_omt &from = elem->global_omt_location();
4373 const tripoint_abs_omt &to = elem->goal;
4374 elem->omt_path = overmap_buffer.get_travel_path( elem->global_omt_location(), elem->goal,
4376 if( elem->omt_path.empty() ) {
4377 add_msg( m_debug, "%s couldn't find overmap path from %s to %s",
4378 elem->get_name(), from.to_string(), to.to_string() );
4379 elem->goal = npc::no_goal_point;
4380 elem->mission = NPC_MISSION_NULL;
4381 }
4382 } else {
4383 if( elem->omt_path.back() == elem->global_omt_location() ) {
4384 elem->omt_path.pop_back();
4385 }
4386 // TODO: fix point types
4387 elem->travel_overmap(
4388 project_to<coords::sm>( elem->omt_path.back() ).raw() );
4389 }
4390 reload_npcs();
4391 }
4392 }
4393 return;
4394}
std::vector< tripoint_abs_omt > omt_path
Definition: character.h:970
static constexpr tripoint_abs_omt no_goal_point
Definition: npc.h:1338
bool is_active() const
Definition: npc.cpp:2195
std::vector< tripoint_abs_omt > get_travel_path(const tripoint_abs_omt &src, const tripoint_abs_omt &dest, overmap_path_params params)
@ NPC_MISSION_NULL
Definition: npc.h:179
@ NPC_MISSION_TRAVELLING
Definition: npc.h:191
static overmap_path_params for_npc()

References add_msg(), overmap_path_params::for_npc(), overmapbuffer::get_npcs_near_player(), overmapbuffer::get_travel_path(), npc::is_active(), m_debug, npc::mission, npc::no_goal_point, NPC_MISSION_NULL, NPC_MISSION_TRAVELLING, Character::omt_path, overmap_buffer, Character::pos(), reload_npcs(), rl_dist(), SEEX, coords::coord_point< Point, Origin, Scale >::to_string(), and u.

Referenced by do_turn().

◆ peek() [1/2]

void game::peek ( )

Definition at line 5751 of file game.cpp.

5752{
5753 const cata::optional<tripoint> p = choose_direction( _( "Peek where?" ), true );
5754 if( !p ) {
5755 return;
5756 }
5757
5758 if( p->z != 0 ) {
5759 const tripoint old_pos = u.pos();
5760 vertical_move( p->z, false, true );
5761
5762 if( old_pos != u.pos() ) {
5763 look_around();
5764 vertical_move( p->z * -1, false, true );
5765 }
5766 return;
5767 }
5768
5769 if( m.impassable( u.pos() + *p ) || m.obstructed_by_vehicle_rotation( u.pos(), u.pos() + *p ) ) {
5770 return;
5771 }
5772
5773 peek( u.pos() + *p );
5774}
cata::optional< tripoint > choose_direction(const std::string &message, const bool allow_vertical)
Request player input of a direction, possibly including vertical component.
Definition: action.cpp:984

References _, choose_direction(), map::impassable(), look_around(), m, map::obstructed_by_vehicle_rotation(), peek(), Character::pos(), u, and vertical_move().

Referenced by handle_action(), and peek().

◆ peek() [2/2]

void game::peek ( const tripoint p)

Definition at line 5776 of file game.cpp.

5777{
5778 u.moves -= 200;
5779 tripoint prev = u.pos();
5780 u.setpos( p );
5781 tripoint center = p;
5782 const look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
5783 true );
5784 u.setpos( prev );
5785
5786 if( result.peek_action && *result.peek_action == PA_BLIND_THROW ) {
5787 item_location loc;
5788 avatar_action::plthrow( u, loc, p );
5789 }
5791}

References center, map::invalidate_map_cache(), look_around(), m, Creature::moves, PA_BLIND_THROW, avatar_action::plthrow(), Character::pos(), Character::setpos(), u, and tripoint::z.

◆ perhaps_add_random_npc()

void game::perhaps_add_random_npc ( )
private

Definition at line 11155 of file game.cpp.

11156{
11157 if( !calendar::once_every( 1_hours ) ) {
11158 return;
11159 }
11160 // Create a new NPC?
11161 // Only allow NPCs on 0 z-level, otherwise they can bug out due to lack of spots
11162 if( !get_option<bool>( "RANDOM_NPC" ) || ( !m.has_zlevels() && get_levz() != 0 ) ) {
11163 return;
11164 }
11165
11166 float density = get_option<float>( "NPC_DENSITY" );
11167 static constexpr int density_search_radius = 60;
11168 const float npc_num = overmap_buffer.get_npcs_near_player( density_search_radius ).size();
11169 if( npc_num > 0.0 ) {
11170 // 100%, 80%, 64%, 52%, 41%, 33%...
11171 density *= std::pow( 0.8f, npc_num );
11172 }
11173
11174 if( !x_in_y( density, 100 ) ) {
11175 return;
11176 }
11177 bool spawn_allowed = false;
11179 int counter = 0;
11180 while( !spawn_allowed ) {
11181 if( counter >= 10 ) {
11182 return;
11183 }
11184 static constexpr int radius_spawn_range = 120;
11185 const tripoint_abs_omt u_omt = u.global_omt_location();
11186 spawn_point = u_omt + point( rng( -radius_spawn_range, radius_spawn_range ),
11187 rng( -radius_spawn_range, radius_spawn_range ) );
11188 spawn_point.z() = 0;
11189 const oter_id oter = overmap_buffer.ter( spawn_point );
11190 // shouldn't spawn on lakes or rivers.
11191 if( !is_river_or_lake( oter ) ) {
11192 spawn_allowed = true;
11193 }
11194 counter += 1;
11195 }
11196 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
11197 tmp->normalize();
11198 tmp->randomize();
11199 std::string new_fac_id = "solo_";
11200 new_fac_id += tmp->name;
11201 // create a new "lone wolf" faction for this one NPC
11202 faction *new_solo_fac = faction_manager_ptr->add_new_faction( tmp->name, faction_id( new_fac_id ),
11203 faction_id( "no_faction" ) );
11204 tmp->set_fac( new_solo_fac ? new_solo_fac->id : faction_id( "no_faction" ) );
11205 // adds the npc to the correct overmap.
11206 // Only spawn random NPCs on z-level 0
11207 // TODO: fix point types
11208 tripoint submap_spawn = omt_to_sm_copy( spawn_point.raw() );
11209 tmp->spawn_at_sm( tripoint( submap_spawn.xy(), 0 ) );
11211 tmp->form_opinion( u );
11212 tmp->mission = NPC_MISSION_NULL;
11213 tmp->long_term_goal_action();
11214 tmp->add_new_mission( mission::reserve_random( ORIGIN_ANY_NPC, tmp->global_omt_location(),
11215 tmp->getID() ) );
11216 // This will make the new NPC active- if its nearby to the player
11217 load_npcs();
11218}
faction_id id
Definition: faction.h:82
point omt_to_sm_copy(const point &p)
@ ORIGIN_ANY_NPC
Definition: mission.h:46
bool is_river_or_lake(const oter_id &ter)
Definition: overmap.cpp:563

References faction_manager_ptr, get_levz(), overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), map::has_zlevels(), faction_template::id, overmapbuffer::insert_npc(), is_river_or_lake(), load_npcs(), m, NPC_MISSION_NULL, omt_to_sm_copy(), calendar::once_every(), ORIGIN_ANY_NPC, overmap_buffer, mission::reserve_random(), rng(), overmapbuffer::ter(), u, x_in_y(), and tripoint::xy().

Referenced by do_turn().

◆ phasing_move()

bool game::phasing_move ( const tripoint dest,
bool  via_ramp = false 
)

Definition at line 9556 of file game.cpp.

9557{
9558 if( dest_loc.z != u.posz() && !via_ramp ) {
9559 // No vertical phasing yet
9560 return false;
9561 }
9562
9563 //probability travel through walls but not water
9564 tripoint dest = dest_loc;
9565 // tile is impassable
9566 int tunneldist = 0;
9567 const point d( sgn( dest.x - u.posx() ), sgn( dest.y - u.posy() ) );
9568 while( m.impassable( dest ) ||
9569 ( critter_at( dest ) != nullptr && tunneldist > 0 ) ) {
9570 //add 1 to tunnel distance for each impassable tile in the line
9571 tunneldist += 1;
9572 //Being dimensionally anchored prevents quantum shenanigans.
9573 if( u.worn_with_flag( "DIMENSIONAL_ANCHOR" ) || u.has_effect_with_flag( "DIMENSIONAL_ANCHOR" ) ) {
9575 _( "You try to quantum tunnel through the barrier, but something holds you back!" ) );
9576 return false;
9577 }
9578
9579 if( tunneldist > 24 ) {
9580 add_msg( m_info, _( "It's too dangerous to tunnel that far!" ) );
9581 return false;
9582 }
9583
9584 dest.x += d.x;
9585 dest.y += d.y;
9586 }
9587
9588 if( tunneldist != 0 ) {
9589 if( ( tunneldist - 1 ) * 100_kJ
9590 > //The first 100 was already taken up by the bionic's activation cost.
9591 u.get_power_level() ) { //oops, not enough energy! Tunneling costs 100 bionic power per impassable tile
9592 if( tunneldist * 100_kJ >
9594 add_msg( _( "You try to quantum tunnel through the barrier but bounce off! You don't have enough bionic power capacity to travel that far." ) );
9595 } else {
9596 add_msg( _( "You try to quantum tunnel through the barrier but are reflected! You need %i bionic power to travel that thickness of material." ),
9597 ( 100 * tunneldist ) );
9598 }
9599 return false;
9600 }
9601
9602 if( u.in_vehicle ) {
9603 m.unboard_vehicle( u.pos() );
9604 }
9605
9606 add_msg( _( "You quantum tunnel through the %d-tile wide barrier!" ), tunneldist );
9607 //tunneling costs 100 bionic power per impassable tile, but the first 100 was already drained by activation.
9608 u.mod_power_level( -( ( tunneldist - 1 ) * 100_kJ ) );
9609 //tunneling costs 100 moves baseline, 50 per extra tile up to a cap of 500 moves
9610 u.moves -= ( 50 + ( tunneldist * 50 ) );
9611 u.setpos( dest );
9612
9613 if( m.veh_at( u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
9614 m.board_vehicle( u.pos(), &u );
9615 }
9616
9617 u.grab( OBJECT_NONE );
9619 m.creature_on_trap( u );
9620 return true;
9621 }
9622
9623 return false;
9624}
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3270
units::energy get_max_power_level() const
Definition: character.cpp:1972
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1201
void on_move_effects()
Definition: game.cpp:9824
void board_vehicle(const tripoint &p, player *pl)
Definition: map.cpp:1049
constexpr int sgn(const T x)
Definition: enums.h:8

References _, add_msg(), player::add_msg_if_player(), map::board_vehicle(), map::creature_on_trap(), critter_at(), Character::get_max_power_level(), Character::get_power_level(), avatar::grab(), Creature::has_effect_with_flag(), map::impassable(), Character::in_vehicle, m, m_info, Character::mod_power_level(), Creature::moves, OBJECT_NONE, on_move_effects(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::setpos(), sgn(), u, map::unboard_vehicle(), map::veh_at(), Character::worn_with_flag(), point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

◆ pickup() [1/2]

void game::pickup ( )
private

Definition at line 5722 of file game.cpp.

5723{
5724 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Pickup where?" ),
5725 _( "There is nothing to pick up nearby." ),
5726 ACTION_PICKUP, false );
5727 if( !examp_ ) {
5728 return;
5729 }
5730 pickup( *examp_ );
5731}

References _, ACTION_PICKUP, choose_adjacent_highlight(), and pickup().

Referenced by handle_action(), and pickup().

◆ pickup() [2/2]

void game::pickup ( const tripoint p)
private

Definition at line 5733 of file game.cpp.

5734{
5735 // Highlight target
5736 shared_ptr_fast<game::draw_callback_t> hilite_cb = make_shared_fast<game::draw_callback_t>( [&]() {
5737 m.drawsq( w_terrain, p, drawsq_params().highlight( true ) );
5738 } );
5739 add_draw_callback( hilite_cb );
5740
5741 pickup::pick_up( p, 0 );
5742}

References add_draw_callback(), map::drawsq(), m, pickup::pick_up(), and w_terrain.

◆ pickup_feet()

void game::pickup_feet ( )
private

Definition at line 5744 of file game.cpp.

5745{
5746 pickup::pick_up( u.pos(), 1 );
5747}

References pickup::pick_up(), Character::pos(), and u.

Referenced by handle_action().

◆ place_critter_around() [1/2]

monster * game::place_critter_around ( const mtype_id id,
const tripoint center,
int  radius 
)

Definition at line 4800 of file game.cpp.

4801{
4802 // TODO: change this into an assert, it must never happen.
4803 if( id.is_null() ) {
4804 return nullptr;
4805 }
4806 return place_critter_around( make_shared_fast<monster>( id ), center, radius );
4807}
monster * place_critter_around(const mtype_id &id, const tripoint &center, int radius)
Definition: game.cpp:4800

References center, and place_critter_around().

Referenced by place_critter_around(), place_critter_at(), replace_stair_monsters(), and start_game().

◆ place_critter_around() [2/2]

monster * game::place_critter_around ( const shared_ptr_fast< monster > &  mon,
const tripoint center,
int  radius,
bool  forced = false 
)

Definition at line 4809 of file game.cpp.

4813{
4815 if( forced || can_place_monster( *mon, center ) ) {
4816 where = center;
4817 }
4818
4819 // This loop ensures the monster is placed as close to the center as possible,
4820 // but all places that equally far from the center have the same probability.
4821 for( int r = 1; r <= radius && !where; ++r ) {
4823 }
4824
4825 if( !where ) {
4826 return nullptr;
4827 }
4828 mon->spawn( *where );
4829 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4830}
static cata::optional< tripoint > choose_where_to_place_monster(const monster &mon, const tripoint_range< tripoint > &range)
Definition: game.cpp:4782
static bool can_place_monster(const monster &mon, const tripoint &p)
Definition: game.cpp:4766

References can_place_monster(), center, choose_where_to_place_monster(), critter_tracker, m, and map::points_in_radius().

◆ place_critter_at() [1/2]

monster * game::place_critter_at ( const mtype_id id,
const tripoint p 
)

Adds critters to the reality bubble, creating them if necessary.

Functions taking a id parameter will construct a monster based on that id, (with default properties). Functions taking a mon parameter will use the supplied monster instance instead (which must not be null). Note: the monster will not be upgraded by these functions, it is placed as is.

place_critter_at will place the creature exactly at the given point.

place_critter_around will place the creature around the center p within the given radius (radius 0 means only the center point is used). The chosen point will be as close to the center as possible.

place_critter_within will place the creature at a random point within that given range. (All points within have equal probability.)

Returns
All functions return null if the creature could not be placed (usually because the target is not suitable for it: may be a solid wall, or air, or already occupied by some creature). If the creature has been placed, it returns a pointer to it (which is the same as the one contained in mon).

Definition at line 4790 of file game.cpp.

4791{
4792 return place_critter_around( id, p, 0 );
4793}

References place_critter_around().

Referenced by fungal_effects::fungalize(), revive_corpse(), fungal_effects::spread_fungus_one_tile(), and update_stair_monsters().

◆ place_critter_at() [2/2]

monster * game::place_critter_at ( const shared_ptr_fast< monster > &  mon,
const tripoint p 
)

Definition at line 4795 of file game.cpp.

4796{
4797 return place_critter_around( mon, p, 0 );
4798}

References place_critter_around().

◆ place_critter_within() [1/2]

monster * game::place_critter_within ( const mtype_id id,
const tripoint_range< tripoint > &  range 
)

Definition at line 4832 of file game.cpp.

4833{
4834 // TODO: change this into an assert, it must never happen.
4835 if( id.is_null() ) {
4836 return nullptr;
4837 }
4838 return place_critter_within( make_shared_fast<monster>( id ), range );
4839}
monster * place_critter_within(const mtype_id &id, const tripoint_range< tripoint > &range)
Definition: game.cpp:4832

References place_critter_within().

Referenced by place_critter_within().

◆ place_critter_within() [2/2]

monster * game::place_critter_within ( const shared_ptr_fast< monster > &  mon,
const tripoint_range< tripoint > &  range 
)

Definition at line 4841 of file game.cpp.

4843{
4844 const cata::optional<tripoint> where = choose_where_to_place_monster( *mon, range );
4845 if( !where ) {
4846 return nullptr;
4847 }
4848 mon->spawn( *where );
4849 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4850}

References choose_where_to_place_monster(), and critter_tracker.

◆ place_player()

point game::place_player ( const tripoint dest)
Dexterity increases chance of avoiding cuts on sharp terrain

Definition at line 9194 of file game.cpp.

9195{
9196 const optional_vpart_position vp1 = m.veh_at( dest_loc );
9197 if( const cata::optional<std::string> label = vp1.get_label() ) {
9198 add_msg( m_info, _( "Label here: %s" ), *label );
9199 }
9200 std::string signage = m.get_signage( dest_loc );
9201 if( !signage.empty() ) {
9202 if( !u.has_trait( trait_ILLITERATE ) ) {
9203 add_msg( m_info, _( "The sign says: %s" ), signage );
9204 } else {
9205 add_msg( m_info, _( "There is a sign here, but you are unable to read it." ) );
9206 }
9207 }
9208 if( m.has_graffiti_at( dest_loc ) ) {
9209 if( !u.has_trait( trait_ILLITERATE ) ) {
9210 add_msg( m_info, _( "Written here: %s" ), m.graffiti_at( dest_loc ) );
9211 } else {
9212 add_msg( m_info, _( "Something is written here, but you are unable to read it." ) );
9213 }
9214 }
9215 // TODO: Move the stuff below to a Character method so that NPCs can reuse it
9216 if( m.has_flag( "ROUGH", dest_loc ) && ( !u.in_vehicle ) && ( !u.is_mounted() ) ) {
9217 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_l" ) ) < rng( 2, 5 ) ) {
9218 add_msg( m_bad, _( "You hurt your left foot on the %s!" ),
9219 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9220 dest_loc ) );
9221 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9222 }
9223 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_r" ) ) < rng( 2, 5 ) ) {
9224 add_msg( m_bad, _( "You hurt your right foot on the %s!" ),
9225 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9226 dest_loc ) );
9227 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9228 }
9229 }
9230 ///\EFFECT_DEX increases chance of avoiding cuts on sharp terrain
9231 if( m.has_flag( "SHARP", dest_loc ) && !one_in( 3 ) && !x_in_y( 1 + u.dex_cur / 2.0, 40 ) &&
9232 ( !u.in_vehicle && !m.veh_at( dest_loc ) ) && ( !u.has_trait( trait_PARKOUR ) ||
9233 one_in( 4 ) ) && ( u.has_trait( trait_THICKSKIN ) ? !one_in( 8 ) : true ) ) {
9234 if( u.is_mounted() ) {
9235 add_msg( _( "Your %s gets cut!" ), u.mounted_creature->get_name() );
9236 u.mounted_creature->apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 10 ) );
9237 } else {
9238 const bodypart_id bp = u.get_random_body_part();
9239 if( u.deal_damage( nullptr, bp, damage_instance( DT_CUT, rng( 1, 10 ) ) ).total_damage() > 0 ) {
9240 //~ 1$s - bodypart name in accusative, 2$s is terrain name.
9241 add_msg( m_bad, _( "You cut your %1$s on the %2$s!" ),
9242 body_part_name_accusative( bp->token ),
9243 m.has_flag_ter( "SHARP", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9244 dest_loc ) );
9245 }
9246 }
9247 }
9248 if( m.has_flag( "UNSTABLE", dest_loc ) && !u.is_mounted() ) {
9249 u.add_effect( effect_bouldering, 1_turns, num_bp );
9250 } else if( u.has_effect( effect_bouldering ) ) {
9252 }
9253 if( m.has_flag_ter_or_furn( TFLAG_NO_SIGHT, dest_loc ) ) {
9254 u.add_effect( effect_no_sight, 1_turns, num_bp );
9255 } else if( u.has_effect( effect_no_sight ) ) {
9257 }
9258
9259 // If we moved out of the nonant, we need update our map data
9260 if( m.has_flag( "SWIMMABLE", dest_loc ) && u.has_effect( effect_onfire ) ) {
9261 add_msg( _( "The water puts out the flames!" ) );
9263 if( u.is_mounted() ) {
9264 monster *mon = u.mounted_creature.get();
9265 if( mon->has_effect( effect_onfire ) ) {
9267 }
9268 }
9269 }
9270
9271 if( monster *const mon_ptr = critter_at<monster>( dest_loc ) ) {
9272 // We displaced a monster. It's probably a bug if it wasn't a friendly mon...
9273 // Immobile monsters can't be displaced.
9274 monster &critter = *mon_ptr;
9275 // TODO: handling for ridden creatures other than players mount.
9276 if( !critter.has_effect( effect_ridden ) ) {
9277 if( u.is_mounted() ) {
9278 std::vector<tripoint> valid;
9279 for( const tripoint &jk : m.points_in_radius( critter.pos(), 1 ) ) {
9280 if( is_empty( jk ) ) {
9281 valid.push_back( jk );
9282 }
9283 }
9284 if( !valid.empty() ) {
9285 critter.move_to( random_entry( valid ) );
9286 add_msg( _( "You push the %s out of the way." ), critter.name() );
9287 } else {
9288 add_msg( _( "There is no room to push the %s out of the way." ), critter.name() );
9289 return u.pos().xy();
9290 }
9291 } else {
9292 critter.move_to( u.pos(), false,
9293 true ); // Force the movement even though the player is there right now.
9294 add_msg( _( "You displace the %s." ), critter.name() );
9295 }
9296 } else if( !u.has_effect( effect_riding ) ) {
9297 add_msg( _( "You cannot move the %s out of the way." ), critter.name() );
9298 return u.pos().xy();
9299 }
9300 }
9301
9302 // If the player is in a vehicle, unboard them from the current part
9303 if( u.in_vehicle ) {
9304 m.unboard_vehicle( u.pos() );
9305 }
9306 // Move the player
9307 // Start with z-level, to make it less likely that old functions (2D ones) freak out
9308 if( m.has_zlevels() && dest_loc.z != get_levz() ) {
9309 vertical_shift( dest_loc.z );
9310 }
9311
9312 if( u.is_hauling() && ( !m.can_put_items( dest_loc ) ||
9313 m.has_flag( TFLAG_DEEP_WATER, dest_loc ) ||
9314 vp1 ) ) {
9315 u.stop_hauling();
9316 }
9317 u.setpos( dest_loc );
9318 if( u.is_mounted() ) {
9319 monster *mon = u.mounted_creature.get();
9320 mon->setpos( dest_loc );
9321 mon->process_triggers();
9322 m.creature_in_field( *mon );
9323 }
9324 point submap_shift = update_map( u );
9325 // Important: don't use dest_loc after this line. `update_map` may have shifted the map
9326 // and dest_loc was not adjusted and therefore is still in the un-shifted system and probably wrong.
9327 // If you must use it you can calculate the position in the new, shifted system with
9328 // adjusted_pos = ( old_pos.x - submap_shift.x * SEEX, old_pos.y - submap_shift.y * SEEY, old_pos.z )
9329
9330 //Auto pulp or butcher and Auto foraging
9331 if( get_option<bool>( "AUTO_FEATURES" ) && mostseen == 0 && !u.is_mounted() ) {
9333
9334 const std::string forage_type = get_option<std::string>( "AUTO_FORAGING" );
9335 if( forage_type != "off" ) {
9336 const auto forage = [&]( const tripoint & pos ) {
9337 const auto &xter_t = m.ter( pos ).obj().examine;
9338 const auto &xfurn_t = m.furn( pos ).obj().examine;
9339 const bool forage_everything = forage_type == "both";
9340 const bool forage_bushes = forage_everything || forage_type == "bushes";
9341 const bool forage_trees = forage_everything || forage_type == "trees";
9342 if( xter_t == &iexamine::none ) {
9343 return;
9344 } else if( ( forage_bushes && xter_t == &iexamine::shrub_marloss ) ||
9345 ( forage_bushes && xter_t == &iexamine::shrub_wildveggies ) ||
9346 ( forage_bushes && xter_t == &iexamine::harvest_ter_nectar ) ||
9347 ( forage_trees && xter_t == &iexamine::tree_marloss ) ||
9348 ( forage_trees && xter_t == &iexamine::harvest_ter ) ||
9349 ( forage_trees && xter_t == &iexamine::harvest_ter_nectar )
9350 ) {
9351 xter_t( u, pos );
9352 } else if( ( forage_everything && xfurn_t == &iexamine::harvest_furn ) ||
9353 ( forage_everything && xfurn_t == &iexamine::harvest_furn_nectar )
9354 ) {
9355 xfurn_t( u, pos );
9356 }
9357 };
9358
9359 for( auto &elem : adjacentDir ) {
9360 forage( u.pos() + direction_XY( elem ) );
9361 }
9362 }
9363
9364 const std::string pulp_butcher = get_option<std::string>( "AUTO_PULP_BUTCHER" );
9365 if( pulp_butcher == "butcher" && u.max_quality( quality_id( "BUTCHER" ) ) > INT_MIN ) {
9366 std::vector<item *> corpses;
9367
9368 for( item &it : m.i_at( u.pos() ) ) {
9369 corpses.push_back( &it );
9370 }
9371
9372 if( !corpses.empty() ) {
9373 u.assign_activity( activity_id( "ACT_BUTCHER" ), 0, true );
9374 for( item *it : corpses ) {
9375 u.activity.targets.emplace_back( map_cursor( u.pos() ), it );
9376 }
9377 }
9378 } else if( pulp_butcher == "pulp" || pulp_butcher == "pulp_adjacent" ) {
9379 const auto pulp = [&]( const tripoint & pos ) {
9380 for( const auto &maybe_corpse : m.i_at( pos ) ) {
9381 if( maybe_corpse.is_corpse() && maybe_corpse.can_revive() &&
9382 !maybe_corpse.get_mtype()->bloodType().obj().has_acid ) {
9384 u.activity.placement = m.getabs( pos );
9385 u.activity.auto_resume = true;
9386 u.activity.str_values.push_back( "auto_pulp_no_acid" );
9387 return;
9388 }
9389 }
9390 };
9391
9392 if( pulp_butcher == "pulp_adjacent" ) {
9393 for( auto &elem : adjacentDir ) {
9394 pulp( u.pos() + direction_XY( elem ) );
9395 }
9396 } else {
9397 pulp( u.pos() );
9398 }
9399 }
9400 }
9401
9402 //Autopickup
9403 if( !u.is_mounted() && get_option<bool>( "AUTO_PICKUP" ) && !u.is_hauling() &&
9404 ( !get_option<bool>( "AUTO_PICKUP_SAFEMODE" ) || mostseen == 0 ) &&
9405 ( m.has_items( u.pos() ) || get_option<bool>( "AUTO_PICKUP_ADJACENT" ) ) ) {
9406 pickup::pick_up( u.pos(), -1 );
9407 }
9408
9409 // If the new tile is a boardable part, board it
9410 if( vp1.part_with_feature( "BOARDABLE", true ) && !u.is_mounted() ) {
9411 m.board_vehicle( u.pos(), &u );
9412 }
9413
9414 // Traps!
9415 // Try to detect.
9417 if( u.is_mounted() ) {
9419 } else {
9420 m.creature_on_trap( u );
9421 }
9422 // Drench the player if swimmable
9423 if( m.has_flag( "SWIMMABLE", u.pos() ) &&
9424 !( u.is_mounted() || ( u.in_vehicle && vp1->vehicle().can_float() ) ) ) {
9425 u.drench( 40, { { bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r } }, false );
9426 }
9427
9428 // List items here
9429 if( !m.has_flag( "SEALED", u.pos() ) ) {
9430 if( get_option<bool>( "NO_AUTO_PICKUP_ZONES_LIST_ITEMS" ) ||
9431 !check_zone( zone_type_id( "NO_AUTO_PICKUP" ), u.pos() ) ) {
9432 if( u.is_blind() && !m.i_at( u.pos() ).empty() ) {
9433 add_msg( _( "There's something here, but you can't see what it is." ) );
9434 } else if( m.has_items( u.pos() ) ) {
9435 std::vector<std::string> names;
9436 std::vector<size_t> counts;
9437 std::vector<item> items;
9438 for( auto &tmpitem : m.i_at( u.pos() ) ) {
9439
9440 std::string next_tname = tmpitem.tname();
9441 std::string next_dname = tmpitem.display_name();
9442 bool by_charges = tmpitem.count_by_charges();
9443 bool got_it = false;
9444 for( size_t i = 0; i < names.size(); ++i ) {
9445 if( by_charges && next_tname == names[i] ) {
9446 counts[i] += tmpitem.charges;
9447 got_it = true;
9448 break;
9449 } else if( next_dname == names[i] ) {
9450 counts[i] += 1;
9451 got_it = true;
9452 break;
9453 }
9454 }
9455 if( !got_it ) {
9456 if( by_charges ) {
9457 names.push_back( tmpitem.tname( tmpitem.charges ) );
9458 counts.push_back( tmpitem.charges );
9459 } else {
9460 names.push_back( tmpitem.display_name( 1 ) );
9461 counts.push_back( 1 );
9462 }
9463 items.push_back( tmpitem );
9464 }
9465 if( names.size() > 10 ) {
9466 break;
9467 }
9468 }
9469 for( size_t i = 0; i < names.size(); ++i ) {
9470 if( !items[i].count_by_charges() ) {
9471 names[i] = items[i].display_name( counts[i] );
9472 } else {
9473 names[i] = items[i].tname( counts[i] );
9474 }
9475 }
9476 int and_the_rest = 0;
9477 for( size_t i = 0; i < names.size(); ++i ) {
9478 //~ number of items: "<number> <item>"
9479 std::string fmt = vgettext( "%1$d %2$s", "%1$d %2$s", counts[i] );
9480 names[i] = string_format( fmt, counts[i], names[i] );
9481 // Skip the first two.
9482 if( i > 1 ) {
9483 and_the_rest += counts[i];
9484 }
9485 }
9486 if( names.size() == 1 ) {
9487 add_msg( _( "You see here %s." ), names[0] );
9488 } else if( names.size() == 2 ) {
9489 add_msg( _( "You see here %s and %s." ), names[0], names[1] );
9490 } else if( names.size() == 3 ) {
9491 add_msg( _( "You see here %s, %s, and %s." ), names[0], names[1], names[2] );
9492 } else if( and_the_rest < 7 ) {
9493 add_msg( vgettext( "You see here %s, %s and %d more item.",
9494 "You see here %s, %s and %d more items.",
9495 and_the_rest ),
9496 names[0], names[1], and_the_rest );
9497 } else {
9498 add_msg( _( "You see here %s and many more items." ), names[0] );
9499 }
9500 }
9501 }
9502 }
9503
9504 if( ( vp1.part_with_feature( "CONTROL_ANIMAL", true ) ||
9505 vp1.part_with_feature( "CONTROLS", true ) ) && u.in_vehicle && !u.is_mounted() ) {
9506 add_msg( _( "There are vehicle controls here." ) );
9507 if( !u.has_trait( trait_id( "WAYFARER" ) ) ) {
9508 add_msg( m_info, _( "%s to drive." ), press_x( ACTION_CONTROL_VEHICLE ) );
9509 }
9510 } else if( vp1.part_with_feature( "CONTROLS", true ) && u.in_vehicle &&
9511 u.is_mounted() ) {
9512 add_msg( _( "There are vehicle controls here but you cannot reach them whilst mounted." ) );
9513 }
9514 return submap_shift;
9515}
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:329
void drench(int saturation, const body_part_set &flags, bool ignore_waterproof)
Drenches the player with water, saturation is the percent gotten wet.
Definition: suffer.cpp:1754
bool is_hauling() const
Definition: character.cpp:9189
void stop_hauling()
Definition: character.cpp:9180
bodypart_id get_random_body_part(bool main=false) const
Definition: creature.cpp:1620
void vertical_shift(int z_after)
Actual z-level movement part of vertical_move.
Definition: game.cpp:10678
bool check_zone(const zone_type_id &type, const tripoint &where) const
Definition: game.cpp:6132
std::string furnname(const tripoint &p)
Definition: map.cpp:1469
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2322
bool has_graffiti_at(const tripoint &p) const
Definition: map.cpp:7834
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4760
const std::string & graffiti_at(const tripoint &p) const
Definition: map.cpp:7823
bool has_flag_ter(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2312
bool can_put_items(const tripoint &p) const
Definition: map.cpp:2298
void setpos(const tripoint &p) override
Definition: monster.cpp:238
bool move_to(const tripoint &p, bool force=false, bool step_on_critter=false, float stagger_adjustment=1.0)
Attempt to move to p.
Definition: monmove.cpp:1527
void process_triggers()
Definition: monster.cpp:1212
cata::optional< std::string > get_label() const
std::vector< std::string > str_values
bool auto_resume
If true, the activity will be auto-resumed next time the player attempts an identical activity.
void search_surroundings()
Search surrounding squares for traps (and maybe other things in the future).
Definition: player.cpp:701
static const efftype_id effect_riding("riding")
static const trait_id trait_ILLITERATE("ILLITERATE")
static const efftype_id effect_bouldering("bouldering")
static const trait_id trait_PARKOUR("PARKOUR")
static const efftype_id effect_no_sight("no_sight")
static const trait_id trait_THICKSKIN("THICKSKIN")
static const efftype_id effect_onfire("onfire")
point direction_XY(const direction dir)
Definition: line.cpp:433
@ TFLAG_NO_SIGHT
Definition: mapdata.h:283
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
static std::map< nameFlags, std::vector< std::string > > names
Definition: name.cpp:18
const int INDEFINITELY_LONG
A number that represents the longest possible action.
void shrub_wildveggies(player &p, const tripoint &examp)
Definition: iexamine.cpp:3658
void shrub_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3623
void harvest_ter(player &p, const tripoint &examp)
Definition: iexamine.cpp:2095
void harvest_furn(player &p, const tripoint &examp)
Definition: iexamine.cpp:2074
void harvest_ter_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2083
void harvest_furn_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2065
void tree_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3637
string_id< zone_type > zone_type_id
Definition: type_id.h:199

References _, ACTION_CONTROL_VEHICLE, Character::activity, Creature::add_effect(), add_msg(), Character::assign_activity(), player_activity::auto_resume, map::board_vehicle(), body_part_name_accusative(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, map::can_put_items(), check_zone(), map::creature_in_field(), map::creature_on_trap(), Character::deal_damage(), Character::dex_cur, direction_XY(), Character::drench(), DT_CUT, EAST, effect_bouldering, effect_no_sight, effect_onfire, effect_ridden, effect_riding, item_stack::empty(), map_data_common_t::examine, map::furn(), map::furnname(), Character::get_armor_bash(), optional_vpart_position::get_label(), get_levz(), Creature::get_random_body_part(), map::get_signage(), map::getabs(), map::graffiti_at(), iexamine::harvest_furn(), iexamine::harvest_furn_nectar(), iexamine::harvest_ter(), iexamine::harvest_ter_nectar(), Creature::has_effect(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_graffiti_at(), map::has_items(), Character::has_trait(), map::has_zlevels(), map::i_at(), Character::in_vehicle, calendar::INDEFINITELY_LONG, Character::is_blind(), is_empty(), Character::is_hauling(), Character::is_mounted(), m, m_bad, m_info, visitable< T >::max_quality(), mostseen, Character::mounted_creature, monster::move_to(), monster::name(), Name::names, iexamine::none(), NORTH, NORTHEAST, NORTHWEST, num_bp, int_id< T >::obj(), one_in(), optional_vpart_position::part_with_feature(), pickup::pick_up(), player_activity::placement, map::points_in_radius(), Character::pos(), monster::pos(), press_x(), monster::process_triggers(), random_entry(), Creature::remove_effect(), rng(), player::search_surroundings(), Character::setpos(), monster::setpos(), iexamine::shrub_marloss(), iexamine::shrub_wildveggies(), SOUTH, SOUTHEAST, SOUTHWEST, Character::stop_hauling(), player_activity::str_values, string_format(), player_activity::targets, map::ter(), map::tername(), TFLAG_DEEP_WATER, TFLAG_NO_SIGHT, trait_ILLITERATE, trait_PARKOUR, trait_THICKSKIN, iexamine::tree_marloss(), u, map::unboard_vehicle(), update_map(), map::veh_at(), vertical_shift(), vgettext(), WEST, x_in_y(), tripoint::xy(), and tripoint::z.

Referenced by place_player_overmap(), and walk_move().

◆ place_player_overmap()

void game::place_player_overmap ( const tripoint_abs_omt om_dest)

Definition at line 9517 of file game.cpp.

9518{
9519 // if player is teleporting around, they don't bring their horse with them
9520 if( u.is_mounted() ) {
9522 u.mounted_creature->remove_effect( effect_ridden );
9523 u.mounted_creature = nullptr;
9524 }
9525 // offload the active npcs.
9526 unload_npcs();
9527 for( monster &critter : all_monsters() ) {
9528 despawn_monster( critter );
9529 }
9530 if( u.in_vehicle ) {
9531 m.unboard_vehicle( u.pos() );
9532 }
9533
9535 const int minz = m.has_zlevels() ? -OVERMAP_DEPTH : get_levz();
9536 const int maxz = m.has_zlevels() ? OVERMAP_HEIGHT : get_levz();
9537 for( int z = minz; z <= maxz; z++ ) {
9538 m.clear_vehicle_list( z );
9539 }
9541 // offset because load_map expects the coordinates of the top left corner, but the
9542 // player will be centered in the middle of the map.
9543 // TODO: fix point types
9544 const tripoint map_sm_pos(
9545 project_to<coords::sm>( om_dest ).raw() + point( -HALF_MAPSIZE, -HALF_MAPSIZE ) );
9546 const tripoint player_pos( u.pos().xy(), map_sm_pos.z );
9547 load_map( map_sm_pos );
9548 load_npcs();
9549 m.spawn_monsters( true ); // Static monsters
9551 // update weather now as it could be different on the new location
9553 place_player( player_pos );
9554}
point place_player(const tripoint &dest)
Definition: game.cpp:9194
void unload_npcs()
Unloads all NPCs.
Definition: game.cpp:968
void update_overmap_seen()
Definition: game.cpp:10856
level_cache & access_cache(int zlev)
Definition: map.cpp:8705
void clear_vehicle_list(int zlev)
Definition: map.cpp:331
void clear_vehicle_cache()
Definition: map.cpp:313
std::bitset< MAPSIZE_X *MAPSIZE_Y > map_memory_seen_cache
Definition: map.h:351

References map::access_cache(), all_monsters(), map::clear_vehicle_cache(), map::clear_vehicle_list(), despawn_monster(), effect_ridden, effect_riding, get_levz(), get_weather, HALF_MAPSIZE, map::has_zlevels(), Character::in_vehicle, Character::is_mounted(), load_map(), load_npcs(), m, level_cache::map_memory_seen_cache, Character::mounted_creature, weather_manager::nextweather, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_player(), Character::pos(), Creature::remove_effect(), map::spawn_monsters(), calendar::turn, u, map::unboard_vehicle(), unload_npcs(), update_overmap_seen(), tripoint::xy(), and tripoint::z.

◆ place_vehicle_nearby()

vehicle * game::place_vehicle_nearby ( const vproto_id id,
const point_abs_omt origin,
int  min_distance,
int  max_distance,
const std::vector< std::string > &  omt_search_types = {} 
)
private

Definition at line 864 of file game.cpp.

867{
868 std::vector<std::string> search_types = omt_search_types;
869 if( search_types.empty() ) {
870 vehicle veh( id );
871 if( veh.can_float() ) {
872 search_types.push_back( "river" );
873 search_types.push_back( "lake" );
874 } else {
875 search_types.push_back( "field" );
876 search_types.push_back( "road" );
877 }
878 }
879 for( const std::string &search_type : search_types ) {
880 omt_find_params find_params;
881 find_params.must_see = false;
882 find_params.cant_see = false;
883 find_params.types.emplace_back( search_type, ot_match_type::type );
884 // find nearest road
885 find_params.min_distance = min_distance;
886 find_params.search_range = max_distance;
887 // if player spawns underground, park their car on the surface.
888 const tripoint_abs_omt omt_origin( origin, 0 );
889 for( const tripoint_abs_omt &goal : overmap_buffer.find_all( omt_origin, find_params ) ) {
890 // try place vehicle there.
891 tinymap target_map;
892 target_map.load( project_to<coords::sm>( goal ), false );
893 const tripoint tinymap_center( SEEX, SEEY, goal.z() );
894 static constexpr std::array<units::angle, 4> angles = {{
895 0_degrees, 90_degrees, 180_degrees, 270_degrees
896 }
897 };
898 vehicle *veh = target_map.add_vehicle(
899 id, tinymap_center, random_entry( angles ), rng( 50, 80 ), 0, false );
900 if( veh ) {
901 tripoint abs_local = m.getlocal( target_map.getabs( tinymap_center ) );
902 veh->sm_pos = ms_to_sm_remain( abs_local );
903 veh->pos = abs_local.xy();
905 veh->tracking_on = true;
906 target_map.save();
907 return veh;
908 }
909 }
910 }
911 return nullptr;
912}
void save()
Add currently loaded submaps (in grid) to the mapbuffer.
Definition: map.cpp:6595
vehicle * add_vehicle(const vgroup_id &type, const tripoint &p, units::angle dir, int init_veh_fuel=-1, int init_veh_status=-1, bool merge_wrecks=true)
Definition: mapgen.cpp:5607
void add_vehicle(vehicle *veh)
Add the vehicle to be tracked in the overmap.
std::vector< tripoint_abs_omt > find_all(const tripoint_abs_omt &origin, const omt_find_params &params)
Find all places with the specific overmap terrain type.
Definition: map.h:2100
point pos
Position of the vehicle inside the submap that contains the vehicle.
Definition: vehicle.h:1916
tripoint sm_pos
Submap coordinates of the currently loaded submap (see game::m) that contains this vehicle.
Definition: vehicle.h:1901
bool tracking_on
Definition: vehicle.h:1991
point ms_to_sm_remain(int &x, int &y)
static constexpr int SEEY
Standard arguments for finding overmap terrain.
std::vector< std::pair< std::string, ot_match_type > > types

References map::add_vehicle(), overmapbuffer::add_vehicle(), vehicle::can_float(), omt_find_params::cant_see, overmapbuffer::find_all(), map::getabs(), map::getlocal(), map::load(), m, omt_find_params::min_distance, ms_to_sm_remain(), omt_find_params::must_see, overmap_buffer, vehicle::pos, random_entry(), rng(), map::save(), omt_find_params::search_range, SEEX, SEEY, vehicle::sm_pos, vehicle::tracking_on, type, omt_find_params::types, and tripoint::xy().

Referenced by start_game().

◆ pre_print_all_tile_info()

void game::pre_print_all_tile_info ( const tripoint lp,
const catacurses::window w_info,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 6674 of file game.cpp.

6677{
6678 // get global area info according to look_around caret position
6679 // TODO: fix point types
6681 lp ) ) ) );
6682 // we only need the area name and then pass it to print_all_tile_info() function below
6683 const std::string area_name = cur_ter_m->get_name();
6684 print_all_tile_info( lp, w_info, area_name, 1, first_line, last_line, cache );
6685}
void print_all_tile_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:5854
point ms_to_omt_copy(const point &p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493
std::string get_name() const
Definition: omdata.h:205

References oter_t::get_name(), map::getabs(), m, ms_to_omt_copy(), overmap_buffer, print_all_tile_info(), and overmapbuffer::ter().

Referenced by look_around().

◆ print_all_tile_info()

void game::print_all_tile_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 5854 of file game.cpp.

5859{
5860 visibility_type visibility = VIS_HIDDEN;
5861 const bool inbounds = m.inbounds( lp );
5862 if( inbounds ) {
5863 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5864 }
5865 const Creature *creature = critter_at( lp, true );
5866 switch( visibility ) {
5867 case VIS_CLEAR: {
5868 const optional_vpart_position vp = m.veh_at( lp );
5869 print_terrain_info( lp, w_look, area_name, column, line );
5870 print_fields_info( lp, w_look, column, line );
5871 print_trap_info( lp, w_look, column, line );
5872 print_creature_info( creature, w_look, column, line, last_line );
5873 print_vehicle_info( veh_pointer_or_null( vp ), vp ? vp->part_index() : -1, w_look, column, line,
5874 last_line );
5875 print_items_info( lp, w_look, column, line, last_line );
5876 print_graffiti_info( lp, w_look, column, line, last_line );
5877 }
5878 break;
5879 case VIS_BOOMER:
5880 case VIS_BOOMER_DARK:
5881 case VIS_DARK:
5882 case VIS_LIT:
5883 case VIS_HIDDEN:
5884 print_visibility_info( w_look, column, line, visibility );
5885
5886 if( creature != nullptr ) {
5887 std::vector<std::string> buf;
5888 if( u.sees_with_infrared( *creature ) ) {
5889 creature->describe_infrared( buf );
5890 } else if( u.sees_with_specials( *creature ) ) {
5891 creature->describe_specials( buf );
5892 }
5893 for( const std::string &s : buf ) {
5894 mvwprintw( w_look, point( 1, ++line ), s );
5895 }
5896 }
5897 break;
5898 }
5899 if( !inbounds ) {
5900 return;
5901 }
5902 auto this_sound = sounds::sound_at( lp );
5903 if( !this_sound.empty() ) {
5904 mvwprintw( w_look, point( 1, ++line ), _( "You heard %s from here." ), this_sound );
5905 } else {
5906 // Check other z-levels
5907 tripoint tmp = lp;
5908 for( tmp.z = -OVERMAP_DEPTH; tmp.z <= OVERMAP_HEIGHT; tmp.z++ ) {
5909 if( tmp.z == lp.z ) {
5910 continue;
5911 }
5912
5913 auto zlev_sound = sounds::sound_at( tmp );
5914 if( !zlev_sound.empty() ) {
5915 mvwprintw( w_look, point( 1, ++line ), tmp.z > lp.z ?
5916 _( "You heard %s from above." ) : _( "You heard %s from below." ), zlev_sound );
5917 }
5918 }
5919 }
5920}
bool sees_with_specials(const Creature &critter) const
Definition: character.cpp:6425
bool sees_with_infrared(const Creature &critter) const
Check whether the this player can see the other creature with infrared.
void print_fields_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:6024
void print_terrain_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
Definition: game.cpp:5951
void print_graffiti_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6116
void print_creature_info(const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6061
void print_vehicle_info(const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6070
void print_items_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6079
void print_visibility_info(const catacurses::window &w_look, int column, int &line, visibility_type visibility)
Definition: game.cpp:5922
void print_trap_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:6042
void line(map *m, const ter_id &type, const point &p1, const point &p2)
Definition: mapgen.cpp:6462
std::string sound_at(const tripoint &location)
Definition: sounds.cpp:605

References _, map::apparent_light_at(), creature, critter_at(), map::get_visibility(), map::inbounds(), line(), m, catacurses::mvwprintw(), OVERMAP_DEPTH, OVERMAP_HEIGHT, print_creature_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), print_vehicle_info(), print_visibility_info(), Character::sees_with_infrared(), Character::sees_with_specials(), sounds::sound_at(), u, map::veh_at(), veh_pointer_or_null(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, and tripoint::z.

Referenced by pre_print_all_tile_info().

◆ print_creature_info()

void game::print_creature_info ( const Creature creature,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6061 of file game.cpp.

6063{
6064 int vLines = last_line - line;
6065 if( creature != nullptr && ( u.sees( *creature ) || creature == &u ) ) {
6066 line = creature->print_info( w_look, ++line, vLines, column );
6067 }
6068}

References creature, line(), Character::sees(), and u.

Referenced by print_all_tile_info().

◆ print_fields_info()

void game::print_fields_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 6024 of file game.cpp.

6026{
6027 const field &tmpfield = m.field_at( lp );
6028 for( auto &fld : tmpfield ) {
6029 const field_entry &cur = fld.second;
6030 if( fld.first.obj().has_fire && ( m.has_flag( TFLAG_FIRE_CONTAINER, lp ) ||
6031 m.ter( lp ) == t_pit_shallow || m.ter( lp ) == t_pit ) ) {
6032 const int max_width = getmaxx( w_look ) - column - 2;
6033 int lines = fold_and_print( w_look, point( column, ++line ), max_width, cur.color(),
6034 get_fire_fuel_string( lp ) ) - 1;
6035 line += lines;
6036 } else {
6037 mvwprintz( w_look, point( column, ++line ), cur.color(), cur.name() );
6038 }
6039 }
6040}
An active or passive effect existing on a tile.
Definition: field.h:20
nc_color color() const
Definition: field.cpp:94
std::string name() const
Definition: field.h:84
A variable sized collection of field entries on a given map square.
Definition: field.h:131
ter_id t_pit_shallow
Definition: mapdata.cpp:625
ter_id t_pit
Definition: mapdata.cpp:625

References field_entry::color(), map::field_at(), fold_and_print(), get_fire_fuel_string(), catacurses::getmaxx(), map::has_flag(), line(), m, mvwprintz(), field_entry::name(), t_pit, t_pit_shallow, map::ter(), and TFLAG_FIRE_CONTAINER.

Referenced by print_all_tile_info().

◆ print_graffiti_info()

void game::print_graffiti_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6116 of file game.cpp.

6119{
6120 if( line > last_line ) {
6121 return;
6122 }
6123
6124 const int max_width = getmaxx( w_look ) - column - 2;
6125 if( m.has_graffiti_at( lp ) ) {
6126 fold_and_print( w_look, point( column, ++line ), max_width, c_light_gray,
6127 m.ter( lp ) == t_grave_new ? _( "Graffiti: %s" ) : _( "Inscription: %s" ),
6128 m.graffiti_at( lp ) );
6129 }
6130}
ter_id t_grave_new
Definition: mapdata.cpp:625

References _, c_light_gray, fold_and_print(), catacurses::getmaxx(), map::graffiti_at(), map::has_graffiti_at(), line(), m, t_grave_new, and map::ter().

Referenced by print_all_tile_info().

◆ print_items_info()

void game::print_items_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6079 of file game.cpp.

6082{
6083 if( !m.sees_some_items( lp, u ) ) {
6084 return;
6085 } else if( m.has_flag( "CONTAINER", lp ) && !m.could_see_items( lp, u ) ) {
6086 mvwprintw( w_look, point( column, ++line ), _( "You cannot see what is inside of it." ) );
6087 } else if( u.has_effect( effect_blind ) || u.worn_with_flag( "BLIND" ) ) {
6088 mvwprintz( w_look, point( column, ++line ), c_yellow,
6089 _( "There's something there, but you can't see what it is." ) );
6090 return;
6091 } else {
6092 std::map<std::string, int> item_names;
6093 for( auto &item : m.i_at( lp ) ) {
6094 ++item_names[item.tname()];
6095 }
6096
6097 const int max_width = getmaxx( w_look ) - column - 1;
6098 for( auto it = item_names.begin(); it != item_names.end(); ++it ) {
6099 // last line but not last item
6100 if( line + 1 >= last_line && std::next( it ) != item_names.end() ) {
6101 mvwprintz( w_look, point( column, ++line ), c_yellow, _( "More items here…" ) );
6102 break;
6103 }
6104
6105 if( it->second > 1 ) {
6106 trim_and_print( w_look, point( column, ++line ), max_width, c_white,
6107 pgettext( "%s is the name of the item. %d is the quantity of that item.", "%s [%d]" ),
6108 it->first.c_str(), it->second );
6109 } else {
6110 trim_and_print( w_look, point( column, ++line ), max_width, c_white, it->first );
6111 }
6112 }
6113 }
6114}
bool could_see_items(const tripoint &p, const Creature &who) const
Check if the creature could see items at p if there were any items.
Definition: map.cpp:4736
static const efftype_id effect_blind("blind")

References _, c_white, c_yellow, map::could_see_items(), effect_blind, catacurses::getmaxx(), Creature::has_effect(), map::has_flag(), map::i_at(), line(), m, catacurses::mvwprintw(), mvwprintz(), pgettext(), map::sees_some_items(), item::tname(), trim_and_print(), u, and Character::worn_with_flag().

Referenced by print_all_tile_info().

◆ print_terrain_info()

void game::print_terrain_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line 
)
private

Definition at line 5951 of file game.cpp.

5954{
5955 const int max_width = getmaxx( w_look ) - column - 1;
5956 int lines;
5957
5958 const auto fmt_tile_info = []( const tripoint & lp ) {
5959 map &here = get_map();
5960 std::string ret;
5961 if( debug_mode ) {
5962 ret = string_format( "%s %s", lp.to_string(), here.ter( lp )->id );
5963 if( here.has_furn( lp ) ) {
5964 ret += "; " + here.furn( lp )->id.str();
5965 }
5966 } else {
5967 ret = here.tername( lp );
5968 if( here.has_furn( lp ) ) {
5969 ret += "; " + here.furnname( lp );
5970 }
5971 }
5972 return ret;
5973 };
5974
5975 std::string tile = string_format( "(%s) %s", area_name, fmt_tile_info( lp ) );
5976
5977 if( m.impassable( lp ) ) {
5978 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5979 _( "%s; Impassable" ),
5980 tile );
5981 } else {
5982 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5983 _( "%s; Movement cost %d" ),
5984 tile, m.move_cost( lp ) * 50 );
5985
5986 const auto ll = get_light_level( std::max( 1.0,
5987 LIGHT_AMBIENT_LIT - m.ambient_light_at( lp ) + 1.0 ) );
5988 mvwprintw( w_look, point( column, ++lines ), _( "Lighting: " ) );
5989 wprintz( w_look, ll.second, ll.first );
5990 }
5991
5992 std::string signage = m.get_signage( lp );
5993 if( !signage.empty() ) {
5994 trim_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5995 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
5996 u.has_trait( trait_ILLITERATE ) ? _( "Sign: ???" ) : _( "Sign: %s" ), signage );
5997 }
5998
5999 if( m.has_zlevels() && lp.z > -OVERMAP_DEPTH && !m.has_floor( lp ) ) {
6000 // Print info about stuff below
6001 tripoint below( lp.xy(), lp.z - 1 );
6002 std::string tile_below = fmt_tile_info( below );
6003
6004 if( !m.has_floor_or_support( lp ) ) {
6005 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
6006 _( "Below: %s; No support" ),
6007 tile_below );
6008 } else {
6009 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
6010 _( "Below: %s; Walkable" ),
6011 tile_below );
6012 }
6013 }
6014
6015 int map_features = fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
6016 m.features( lp ) );
6017 fold_and_print( w_look, point( column, ++lines ), max_width, c_light_gray, _( "Coverage: %d%%" ),
6018 m.coverage( lp ) );
6019 if( line < lines ) {
6020 line = lines + map_features - 1;
6021 }
6022}
Manage and cache data about a part of the map.
Definition: map.h:384
bool has_floor_or_support(const tripoint &p) const
Definition: map.cpp:2039
float ambient_light_at(const tripoint &p) const
Definition: lightmap.cpp:646
std::string features(const tripoint &p)
Definition: map.cpp:1714
int coverage(const tripoint &p) const
Returns coverage value of the tile.
Definition: map.cpp:6244
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
std::pair< std::string, nc_color > get_light_level(const float light)
Definition: output.cpp:1621
furn_str_id id
Definition: mapdata.h:496
ter_str_id id
Definition: mapdata.h:461

References _, map::ambient_light_at(), c_dark_gray, c_light_gray, map::coverage(), debug_mode, map::features(), fold_and_print(), map::furn(), map::furnname(), get_light_level(), get_map, map::get_signage(), catacurses::getmaxx(), map::has_floor(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), ter_t::id, furn_t::id, map::impassable(), LIGHT_AMBIENT_LIT, line(), m, map::move_cost(), catacurses::mvwprintw(), OVERMAP_DEPTH, cata::hash64_detail::ret, string_id< T >::str(), string_format(), map::ter(), map::tername(), tripoint::to_string(), trait_ILLITERATE, trim_and_print(), u, wprintz(), tripoint::xy(), and tripoint::z.

Referenced by print_all_tile_info().

◆ print_trap_info()

void game::print_trap_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 6042 of file game.cpp.

6044{
6045 const trap &tr = m.tr_at( lp );
6046 if( tr.can_see( lp, u ) ) {
6047 partial_con *pc = m.partial_con_at( lp );
6048 std::string tr_name;
6049 if( pc && tr.loadid == tr_unfinished_construction ) {
6050 const construction &built = pc->id.obj();
6051 tr_name = string_format( _( "Unfinished task: %s, %d%% complete" ), built.group->name(),
6052 pc->counter / 100000 );
6053 } else {
6054 tr_name = tr.name();
6055 }
6056
6057 mvwprintz( w_look, point( column, ++line ), tr.color, tr_name );
6058 }
6059}
partial_con * partial_con_at(const tripoint &p)
Definition: map.cpp:5141
static const trap_str_id tr_unfinished_construction("tr_unfinished_construction")
std::string name() const
construction_group_str_id group
Definition: construction.h:50
construction_id id
nc_color color
Definition: trap.h:93

References _, trap::can_see(), trap::color, partial_con::counter, construction::group, partial_con::id, line(), trap::loadid, m, mvwprintz(), construction_group::name(), trap::name(), int_id< T >::obj(), map::partial_con_at(), string_format(), map::tr_at(), tr_unfinished_construction, and u.

Referenced by print_all_tile_info().

◆ print_vehicle_info()

void game::print_vehicle_info ( const vehicle veh,
int  veh_part,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6070 of file game.cpp.

6072{
6073 if( veh ) {
6074 mvwprintw( w_look, point( column, ++line ), _( "There is a %s there. Parts:" ), veh->name );
6075 line = veh->print_part_list( w_look, ++line, last_line, getmaxx( w_look ), veh_part );
6076 }
6077}
int print_part_list(const catacurses::window &win, int y1, int max_y, int width, int p, int hl=-1, bool detail=false) const
Prints a list of all parts to the screen inside of a boxed window, possibly highlighting a selected o...

References _, catacurses::getmaxx(), line(), catacurses::mvwprintw(), vehicle::name, and vehicle::print_part_list().

Referenced by print_all_tile_info().

◆ print_visibility_info()

void game::print_visibility_info ( const catacurses::window w_look,
int  column,
int &  line,
visibility_type  visibility 
)
private

Definition at line 5922 of file game.cpp.

5924{
5925 const char *visibility_message = nullptr;
5926 switch( visibility ) {
5927 case VIS_CLEAR:
5928 visibility_message = _( "Clearly visible." );
5929 break;
5930 case VIS_BOOMER:
5931 visibility_message = _( "A bright pink blur." );
5932 break;
5933 case VIS_BOOMER_DARK:
5934 visibility_message = _( "A pink blur." );
5935 break;
5936 case VIS_DARK:
5937 visibility_message = _( "Darkness." );
5938 break;
5939 case VIS_LIT:
5940 visibility_message = _( "Bright light." );
5941 break;
5942 case VIS_HIDDEN:
5943 visibility_message = _( "Unseen." );
5944 break;
5945 }
5946
5947 mvwprintw( w_look, point( line, column ), visibility_message );
5948 line += 2;
5949}

References _, line(), catacurses::mvwprintw(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, and VIS_LIT.

Referenced by print_all_tile_info().

◆ process_activity()

void game::process_activity ( )
private

Definition at line 1760 of file game.cpp.

1761{
1762 if( !u.activity ) {
1763 return;
1764 }
1765
1766 while( u.moves > 0 && u.activity ) {
1767 u.activity.do_turn( u );
1768 }
1769}
void do_turn(player &p)
Performs the activity for a single turn.

References Character::activity, player_activity::do_turn(), Creature::moves, and u.

Referenced by do_turn().

◆ process_artifact()

void game::process_artifact ( item it,
player p 
)

Definition at line 11429 of file game.cpp.

11430{
11431 const bool worn = p.is_worn( it );
11432 const bool wielded = ( &it == &p.weapon );
11433 std::vector<art_effect_passive> effects = it.type->artifact->effects_carried;
11434 if( worn ) {
11435 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_worn;
11436 effects.insert( effects.end(), ew.begin(), ew.end() );
11437 }
11438 if( wielded ) {
11439 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_wielded;
11440 effects.insert( effects.end(), ew.begin(), ew.end() );
11441 }
11442
11443 if( it.is_tool() ) {
11444 // Recharge it if necessary
11445 if( it.ammo_remaining() < it.ammo_capacity() && calendar::once_every( 1_minutes ) ) {
11446 //Before incrementing charge, check that any extra requirements are met
11447 if( check_art_charge_req( it ) ) {
11448 switch( it.type->artifact->charge_type ) {
11449 case ARTC_NULL:
11450 case NUM_ARTCS:
11451 break; // dummy entries
11452 case ARTC_TIME:
11453 // Once per hour
11454 if( calendar::once_every( 1_hours ) ) {
11455 it.charges++;
11456 }
11457 break;
11458 case ARTC_SOLAR:
11459 if( calendar::once_every( 10_minutes ) &&
11460 is_in_sunlight( p.pos() ) ) {
11461 it.charges++;
11462 }
11463 break;
11464 // Artifacts can inflict pain even on Deadened folks.
11465 // Some weird Lovecraftian thing. ;P
11466 // (So DON'T route them through mod_pain!)
11467 case ARTC_PAIN:
11468 if( calendar::once_every( 1_minutes ) ) {
11469 add_msg( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
11470 p.mod_pain_noresist( 3 * rng( 1, 3 ) );
11471 it.charges++;
11472 }
11473 break;
11474 case ARTC_HP:
11475 if( calendar::once_every( 1_minutes ) ) {
11476 add_msg( m_bad, _( "You feel your body decaying." ) );
11477 p.hurtall( 1, nullptr );
11478 it.charges++;
11479 }
11480 break;
11481 case ARTC_FATIGUE:
11482 if( calendar::once_every( 1_minutes ) ) {
11483 add_msg( m_bad, _( "You feel fatigue seeping into your body." ) );
11484 u.mod_fatigue( 3 * rng( 1, 3 ) );
11485 u.mod_stamina( -90 * rng( 1, 3 ) * rng( 1, 3 ) * rng( 2, 3 ) );
11486 it.charges++;
11487 }
11488 break;
11489 // Portals are energetic enough to charge the item.
11490 // Tears in reality are consumed too, but can't charge it.
11491 case ARTC_PORTAL:
11492 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11493 m.remove_field( dest, fd_fatigue );
11494 if( m.tr_at( dest ).loadid == tr_portal ) {
11495 add_msg( m_good, _( "The portal collapses!" ) );
11496 m.remove_trap( dest );
11497 it.charges++;
11498 break;
11499 }
11500 }
11501 break;
11502 }
11503 }
11504 }
11505 }
11506
11507 for( const art_effect_passive &i : effects ) {
11508 switch( i ) {
11509 case AEP_STR_UP:
11510 p.mod_str_bonus( +4 );
11511 break;
11512 case AEP_DEX_UP:
11513 p.mod_dex_bonus( +4 );
11514 break;
11515 case AEP_PER_UP:
11516 p.mod_per_bonus( +4 );
11517 break;
11518 case AEP_INT_UP:
11519 p.mod_int_bonus( +4 );
11520 break;
11521 case AEP_ALL_UP:
11522 p.mod_str_bonus( +2 );
11523 p.mod_dex_bonus( +2 );
11524 p.mod_per_bonus( +2 );
11525 p.mod_int_bonus( +2 );
11526 break;
11527 case AEP_SPEED_UP:
11528 // Handled in player::current_speed()
11529 break;
11530
11531 case AEP_PBLUE:
11532 if( p.get_rad() > 0 ) {
11533 p.mod_rad( -1 );
11534 }
11535 break;
11536
11537 case AEP_SMOKE:
11538 if( one_in( 10 ) ) {
11539 tripoint pt( p.posx() + rng( -1, 1 ),
11540 p.posy() + rng( -1, 1 ),
11541 p.posz() );
11542 m.add_field( pt, fd_smoke, rng( 1, 3 ) );
11543 }
11544 break;
11545
11546 case AEP_SNAKES:
11547 break; // Handled in player::hit()
11548
11549 case AEP_EXTINGUISH:
11550 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11551 m.mod_field_age( dest, fd_fire, -1_turns );
11552 }
11553 break;
11554
11555 case AEP_FUN:
11556 //Bonus fluctuates, wavering between 0 and 30-ish - usually around 12
11557 p.add_morale( MORALE_FEELING_GOOD, rng( 1, 2 ) * rng( 2, 3 ), 0, 3_turns, 0_turns, false );
11558 break;
11559
11560 case AEP_HUNGER:
11561 if( one_in( 100 ) ) {
11562 p.mod_stored_kcal( -10 );
11563 }
11564 break;
11565
11566 case AEP_THIRST:
11567 if( one_in( 120 ) ) {
11568 p.mod_thirst( 1 );
11569 }
11570 break;
11571
11572 case AEP_EVIL:
11573 if( one_in( 150 ) ) { // Once every 15 minutes, on average
11574 p.add_effect( effect_evil, 30_minutes );
11575 if( it.is_armor() ) {
11576 if( !worn ) {
11577 add_msg( _( "You have an urge to wear the %s." ),
11578 it.tname() );
11579 }
11580 } else if( !wielded ) {
11581 add_msg( _( "You have an urge to wield the %s." ),
11582 it.tname() );
11583 }
11584 }
11585 break;
11586
11587 case AEP_SCHIZO:
11588 break; // Handled in player::suffer()
11589
11590 case AEP_RADIOACTIVE:
11591 if( one_in( 4 ) ) {
11592 p.irradiate( 1.0f );
11593 }
11594 break;
11595
11596 case AEP_STR_DOWN:
11597 p.mod_str_bonus( -3 );
11598 break;
11599
11600 case AEP_DEX_DOWN:
11601 p.mod_dex_bonus( -3 );
11602 break;
11603
11604 case AEP_PER_DOWN:
11605 p.mod_per_bonus( -3 );
11606 break;
11607
11608 case AEP_INT_DOWN:
11609 p.mod_int_bonus( -3 );
11610 break;
11611
11612 case AEP_ALL_DOWN:
11613 p.mod_str_bonus( -2 );
11614 p.mod_dex_bonus( -2 );
11615 p.mod_per_bonus( -2 );
11616 p.mod_int_bonus( -2 );
11617 break;
11618
11619 case AEP_SPEED_DOWN:
11620 break; // Handled in player::current_speed()
11621
11622 default:
11623 //Suppress warnings
11624 break;
11625 }
11626 }
11627 // Recalculate, as it might have changed (by mod_*_bonus above)
11628 p.str_cur = p.get_str();
11629 p.int_cur = p.get_int();
11630 p.dex_cur = p.get_dex();
11631 p.per_cur = p.get_per();
11632}
@ ARTC_PORTAL
Definition: artifact.h:69
@ ARTC_FATIGUE
Definition: artifact.h:68
@ ARTC_NULL
Definition: artifact.h:63
@ ARTC_SOLAR
Definition: artifact.h:65
@ NUM_ARTCS
Definition: artifact.h:70
@ ARTC_HP
Definition: artifact.h:67
@ ARTC_TIME
Definition: artifact.h:64
@ ARTC_PAIN
Definition: artifact.h:66
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4184
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4179
int str_cur
Definition: character.h:247
void mod_rad(int mod)
Definition: character.cpp:7186
virtual int get_dex() const
Definition: character.cpp:4068
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4299
bool is_worn(const item &thing) const
Definition: character.h:1082
virtual int get_int() const
Definition: character.cpp:4076
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4430
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4174
int int_cur
Definition: character.h:249
int get_rad() const
Definition: character.cpp:7176
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9096
virtual int get_per() const
Definition: character.cpp:4072
void mod_stamina(int mod)
Definition: character.cpp:7213
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8666
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1531
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4189
virtual void mod_pain_noresist(int npain)
Definition: creature.cpp:1352
bool is_in_sunlight(const tripoint &p)
Returns true if p is outdoors and it is sunny.
Definition: game.cpp:4983
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7247
bool is_tool() const
Definition: item.cpp:6824
int ammo_capacity() const
Maximum quantity of ammunition loadable for tool, gun or auxiliary gunmod.
Definition: item.cpp:7274
int charges
Definition: item.h:2196
bool is_armor() const
Definition: item.cpp:6575
const itype * type
Definition: item.h:2157
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5396
time_duration mod_field_age(const tripoint &p, const field_type_id &type, const time_duration &offset)
Increment/decrement age of field entry at point.
Definition: map.cpp:5316
void remove_trap(const tripoint &p)
Definition: map.cpp:5261
art_effect_passive
Definition: enums.h:99
@ AEP_EXTINGUISH
Definition: enums.h:114
field_type_id fd_smoke
Definition: field_type.cpp:346
field_type_id fd_fatigue
Definition: field_type.cpp:354
static const efftype_id effect_evil("evil")
static const trap_str_id tr_portal("tr_portal")
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")
cata::value_ptr< islot_artifact > artifact
Definition: itype.h:866

References _, Creature::add_effect(), map::add_field(), Character::add_morale(), add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_EXTINGUISH, AEP_FUN, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_RADIOACTIVE, AEP_SCHIZO, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STR_DOWN, AEP_STR_UP, AEP_THIRST, item::ammo_capacity(), item::ammo_remaining(), ARTC_FATIGUE, ARTC_HP, ARTC_NULL, ARTC_PAIN, ARTC_PORTAL, ARTC_SOLAR, ARTC_TIME, itype::artifact, item::charges, check_art_charge_req(), Character::dex_cur, effect_evil, fd_fatigue, fd_fire, fd_smoke, Character::get_dex(), Character::get_int(), Character::get_per(), Character::get_rad(), Character::get_str(), Character::hurtall(), Character::int_cur, Character::irradiate(), item::is_armor(), is_in_sunlight(), item::is_tool(), Character::is_worn(), trap::loadid, m, m_bad, m_good, Character::mod_dex_bonus(), Character::mod_fatigue(), map::mod_field_age(), Character::mod_int_bonus(), Creature::mod_pain_noresist(), Character::mod_per_bonus(), Character::mod_rad(), Character::mod_stamina(), Character::mod_stored_kcal(), Character::mod_str_bonus(), Character::mod_thirst(), MORALE_FEELING_GOOD, NUM_ARTCS, calendar::once_every(), one_in(), Character::per_cur, map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), map::remove_field(), map::remove_trap(), rng(), Character::str_cur, item::tname(), map::tr_at(), tr_portal, item::type, u, and Character::weapon.

◆ process_voluntary_act_interrupt()

void game::process_voluntary_act_interrupt ( )
private

Definition at line 1720 of file game.cpp.

1721{
1722 if( u.has_effect( effect_sleep ) ) {
1723 // Can't interrupt
1724 return;
1725 }
1726
1727 bool has_activity = u.activity && u.activity.moves_left > 0;
1728 bool is_travelling = u.has_destination() && !u.omt_path.empty();
1729
1730 if( !has_activity && !is_travelling ) {
1731 // Nohing to interrupt
1732 return;
1733 }
1734
1735 // Key poll may be quite expensive, so limit it to 10 times per second.
1736 static auto last_poll = std::chrono::steady_clock::now();
1737 auto now = std::chrono::steady_clock::now();
1738 int64_t difference = std::chrono::duration_cast<std::chrono::milliseconds>
1739 ( now - last_poll ).count();
1740
1741 if( difference > 100 ) {
1743 last_poll = now;
1744 }
1745
1746 // If player is performing a task and a monster is dangerously close, warn them
1747 // regardless of previous safemode warnings.
1748 // Distraction Manager can change this.
1749 if( has_activity && !u.has_activity( activity_id( "ACT_AIM" ) ) &&
1751 Creature *hostile_critter = is_hostile_very_close();
1752 if( hostile_critter != nullptr ) {
1754 string_format( _( "The %s is dangerously close!" ),
1755 hostile_critter->get_name() ) );
1756 }
1757 }
1758}
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9227
virtual std::string get_name() const =0
void handle_key_blocking_activity()
Definition: game.cpp:2081
int moves_left
The number of moves remaining in this activity before it is complete.

References _, Character::activity, cancel_activity_or_ignore_query(), effect_sleep, Creature::get_name(), handle_key_blocking_activity(), Character::has_activity(), Character::has_destination(), Creature::has_effect(), hostile_spotted_near, player_activity::is_distraction_ignored(), is_hostile_very_close(), player_activity::moves_left, Character::omt_path, string_format(), and u.

Referenced by do_turn().

◆ prompt_dangerous_tile()

bool game::prompt_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8806 of file game.cpp.

8807{
8808 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8809
8810 if( !harmful_stuff.empty() &&
8811 !query_yn( _( "Really step into %s?" ), enumerate_as_string( harmful_stuff ) ) ) {
8812 return false;
8813 }
8814 if( !harmful_stuff.empty() && u.is_mounted() &&
8815 m.tr_at( dest_loc ).loadid == tr_ledge ) {
8816 add_msg( m_warning, _( "Your %s refuses to move over that ledge!" ),
8817 u.mounted_creature->get_name() );
8818 return false;
8819 }
8820 return true;
8821}

References _, add_msg(), enumerate_as_string(), get_dangerous_tile(), Character::is_mounted(), trap::loadid, m, m_warning, Character::mounted_creature, query_yn(), map::tr_at(), tr_ledge, and u.

Referenced by npc_menu(), and walk_move().

◆ quickload()

void game::quickload ( )
private

Definition at line 11397 of file game.cpp.

11398{
11399 const WORLDPTR active_world = world_generator->active_world;
11400 if( active_world == nullptr ) {
11401 return;
11402 }
11403
11404 if( active_world->save_exists( save_t::from_player_name( u.name ) ) ) {
11405 if( moves_since_last_save != 0 ) { // See if we need to reload anything
11406 MAPBUFFER.reset();
11408 try {
11409 setup();
11410 } catch( const std::exception &err ) {
11411 debugmsg( "Error: %s", err.what() );
11412 }
11414 }
11415 } else {
11416 popup_getkey( _( "No saves for %s yet." ), u.name );
11417 }
11418}
bool load(const std::string &world)
Attempt to load first valid save (if any) in world.
Definition: game.cpp:2618
void setup()
Definition: game.cpp:575
static save_t from_player_name(const std::string &name)
int popup_getkey(const char *const mes, Args &&... args)
Definition: output.h:500
bool save_exists(const save_t &name) const

References _, overmapbuffer::clear(), debugmsg, save_t::from_player_name(), load(), MAPBUFFER, moves_since_last_save, Character::name, overmap_buffer, popup_getkey(), mapbuffer::reset(), WORLD::save_exists(), setup(), u, and world_generator.

Referenced by handle_action().

◆ quicksave()

void game::quicksave ( )

Definition at line 11375 of file game.cpp.

11376{
11377 //Don't autosave if the player hasn't done anything since the last autosave/quicksave,
11378 if( !moves_since_last_save ) {
11379 return;
11380 }
11381 add_msg( m_info, _( "Saving game, this may take a while" ) );
11382
11384 popup.message( "%s", _( "Saving game, this may take a while" ) );
11387
11388 time_t now = time( nullptr ); //timestamp for start of saving procedure
11389
11390 //perform save
11391 save();
11392 //Now reset counters for autosaving, so we don't immediately autosave after a quicksave or autosave.
11394 last_save_timestamp = now;
11395}

References _, add_msg(), last_save_timestamp, m_info, moves_since_last_save, popup(), ui_manager::redraw(), refresh_display(), and save().

Referenced by autosave(), and handle_action().

◆ reenter_fullscreen()

void game::reenter_fullscreen ( )

Definition at line 563 of file game.cpp.

564{
565 if( was_fullscreen ) {
566 if( !fullscreen ) {
568 }
569 }
570}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ reload_npcs()

void game::reload_npcs ( )

Unloads, then loads the NPCs.

Definition at line 977 of file game.cpp.

978{
979 // TODO: Make it not invoke the "on_unload" command for the NPCs that will be loaded anyway
980 // and not invoke "on_load" for those NPCs that avoided unloading this way.
981 unload_npcs();
982 load_npcs();
983}

References load_npcs(), and unload_npcs().

Referenced by load(), overmap_npc_move(), vertical_move(), and vertical_shift().

◆ reload_tileset()

void game::reload_tileset ( )

Definition at line 527 of file game.cpp.

528{
529#if defined(TILES)
530 // Disable UIs below to avoid accessing the tile context during loading.
532 try {
533 tilecontext->reinit();
534 std::vector<mod_id> dummy;
535 tilecontext->load_tileset(
536 get_option<std::string>( "TILES" ),
537 world_generator->active_world ? world_generator->active_world->active_mod_order : dummy,
538 /*precheck=*/false,
539 /*force=*/true,
540 /*pump_events=*/true
541 );
542 tilecontext->do_tile_loading_report();
543 } catch( const std::exception &err ) {
544 popup( _( "Loading the tileset failed: %s" ), err.what() );
545 }
546 g->reset_zoom();
547 g->mark_main_ui_adaptor_resize();
548#endif // TILES
549}

References _, g, popup(), and world_generator.

Referenced by handle_action().

◆ remoteveh()

vehicle * game::remoteveh ( )

Returns the current remotely controlled vehicle.

Definition at line 2358 of file game.cpp.

2359{
2361 return remoteveh_cache;
2362 }
2364 std::stringstream remote_veh_string( u.get_value( "remote_controlling_vehicle" ) );
2365 if( remote_veh_string.str().empty() ||
2367 remoteveh_cache = nullptr;
2368 } else {
2369 tripoint vp;
2370 remote_veh_string >> vp.x >> vp.y >> vp.z;
2371 vehicle *veh = veh_pointer_or_null( m.veh_at( vp ) );
2372 if( veh && veh->fuel_left( itype_battery, true ) > 0 ) {
2373 remoteveh_cache = veh;
2374 } else {
2375 remoteveh_cache = nullptr;
2376 }
2377 }
2378 return remoteveh_cache;
2379}
vehicle * remoteveh_cache
Definition: game.h:1071
int fuel_left(const itype_id &ftype, bool recurse=false) const
Definition: vehicle.cpp:3359
static const bionic_id bio_remote("bio_remote")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const itype_id itype_battery("battery")

References bio_remote, vehicle::fuel_left(), Creature::get_value(), Character::has_active_bionic(), Character::has_active_item(), itype_battery, itype_remotevehcontrol, m, remoteveh_cache, remoteveh_cache_time, calendar::turn, u, map::veh_at(), veh_pointer_or_null(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by control_vehicle(), and handle_action().

◆ remove_npc_follower()

void game::remove_npc_follower ( const character_id id)

Remove follower id from follower set.

Definition at line 1990 of file game.cpp.

1991{
1992 follower_ids.erase( id );
1993 u.follower_ids.erase( id );
1994}

References follower_ids, player::follower_ids, and u.

Referenced by cleanup_dead().

◆ remove_zombie()

void game::remove_zombie ( const monster critter)

Definition at line 4862 of file game.cpp.

4863{
4864 critter_tracker->remove( critter );
4865}

References critter_tracker.

Referenced by despawn_monster(), disable_robot(), start_game(), and vertical_move().

◆ replace_stair_monsters()

void game::replace_stair_monsters ( )
private

Definition at line 10895 of file game.cpp.

10896{
10897 for( auto &elem : coming_to_stairs ) {
10898 elem.staircount = 0;
10899 const tripoint pnt( elem.pos().xy(), get_levz() );
10900 place_critter_around( make_shared_fast<monster>( elem ), pnt, 10 );
10901 }
10902
10903 coming_to_stairs.clear();
10904}
std::vector< monster > coming_to_stairs
Definition: game.h:1009

References coming_to_stairs, get_levz(), and place_critter_around().

◆ reset_item_list_state()

void game::reset_item_list_state ( const catacurses::window window,
int  height,
bool  bRadiusSort 
)
private

Definition at line 7271 of file game.cpp.

7272{
7273 const int width = getmaxx( window );
7274 for( int i = 1; i < TERMX; i++ ) {
7275 if( i < width ) {
7276 mvwputch( window, point( i, 0 ), c_light_gray, LINE_OXOX ); // -
7277 mvwputch( window, point( i, TERMY - height - 1 ), c_light_gray,
7278 LINE_OXOX ); // -
7279 }
7280
7281 if( i < TERMY - height ) {
7282 mvwputch( window, point( 0, i ), c_light_gray, LINE_XOXO ); // |
7283 mvwputch( window, point( width - 1, i ), c_light_gray, LINE_XOXO ); // |
7284 }
7285 }
7286
7287 mvwputch( window, point_zero, c_light_gray, LINE_OXXO ); // |^
7288 mvwputch( window, point( width - 1, 0 ), c_light_gray, LINE_OOXX ); // ^|
7289
7290 mvwputch( window, point( 0, TERMY - height - 1 ), c_light_gray,
7291 LINE_XXXO ); // |-
7292 mvwputch( window, point( width - 1, TERMY - height - 1 ), c_light_gray,
7293 LINE_XOXX ); // -|
7294
7295 mvwprintz( window, point( 2, 0 ), c_light_green, "<Tab> " );
7296 wprintz( window, c_white, _( "Items" ) );
7297
7298 std::string sSort;
7299 if( bRadiusSort ) {
7300 //~ Sort type: distance.
7301 sSort = _( "<s>ort: dist" );
7302 } else {
7303 //~ Sort type: category.
7304 sSort = _( "<s>ort: cat" );
7305 }
7306
7307 int letters = utf8_width( sSort );
7308
7309 shortcut_print( window, point( getmaxx( window ) - letters, 0 ), c_white, c_light_green, sSort );
7310
7311 std::vector<std::string> tokens;
7312 if( !sFilter.empty() ) {
7313 tokens.emplace_back( _( "<R>eset" ) );
7314 }
7315
7316 tokens.emplace_back( _( "<E>xamine" ) );
7317 tokens.emplace_back( _( "<C>ompare" ) );
7318 tokens.emplace_back( _( "<F>ilter" ) );
7319 tokens.emplace_back( _( "<+/->Priority" ) );
7320
7321 int gaps = tokens.size() + 1;
7322 letters = 0;
7323 int n = tokens.size();
7324 for( int i = 0; i < n; i++ ) {
7325 letters += utf8_width( tokens[i] ) - 2; //length ignores < >
7326 }
7327
7328 int usedwidth = letters;
7329 const int gap_spaces = ( width - usedwidth ) / gaps;
7330 usedwidth += gap_spaces * gaps;
7331 point pos( gap_spaces + ( width - usedwidth ) / 2, TERMY - height - 1 );
7332
7333 for( int i = 0; i < n; i++ ) {
7334 pos.x += shortcut_print( window, pos, c_white, c_light_green,
7335 tokens[i] ) + gap_spaces;
7336 }
7337}
#define LINE_OOXX
Definition: output.h:43
#define LINE_OXXO
Definition: output.h:42

References _, c_light_gray, c_light_green, c_white, catacurses::getmaxx(), LINE_OOXX, LINE_OXOX, LINE_OXXO, LINE_XOXO, LINE_XOXX, LINE_XXXO, mvwprintz(), mvwputch(), point_zero, sFilter, shortcut_print(), TERMX, TERMY, utf8_width(), wprintz(), and point::x.

Referenced by list_items().

◆ reset_light_level()

void game::reset_light_level ( )

Definition at line 3721 of file game.cpp.

3722{
3723 for( float &lev : latest_lightlevels ) {
3724 lev = -std::numeric_limits<float>::max();
3725 }
3726}

References latest_lightlevels.

Referenced by do_turn(), and game().

◆ reset_npc_dispositions()

void game::reset_npc_dispositions ( )
private

Definition at line 2796 of file game.cpp.

2797{
2798 for( auto elem : follower_ids ) {
2799 shared_ptr_fast<npc> npc_to_get = overmap_buffer.find_npc( elem );
2800 if( !npc_to_get ) {
2801 continue;
2802 }
2803 npc *npc_to_add = npc_to_get.get();
2804 npc_to_add->chatbin.missions.clear();
2805 npc_to_add->chatbin.missions_assigned.clear();
2806 npc_to_add->mission = NPC_MISSION_NULL;
2807 npc_to_add->chatbin.mission_selected = nullptr;
2808 npc_to_add->set_attitude( NPCATT_NULL );
2809 npc_to_add->op_of_u.anger = 0;
2810 npc_to_add->op_of_u.fear = 0;
2811 npc_to_add->op_of_u.trust = 0;
2812 npc_to_add->op_of_u.value = 0;
2813 npc_to_add->op_of_u.owed = 0;
2814 npc_to_add->set_fac( faction_id( "no_faction" ) );
2816 npc_to_add->global_omt_location(),
2817 npc_to_add->getID() ) );
2818
2819 }
2820
2821}
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3144
npc_chatbin chatbin
Definition: npc.h:1329
void add_new_mission(mission *miss)
See npc_chatbin::add_new_mission.
Definition: npc.cpp:2640
npc_opinion op_of_u
Definition: npc.h:1328
void set_fac(const faction_id &id)
Definition: npc.cpp:466
std::vector< mission * > missions_assigned
Mission that have been assigned by this NPC to a player character.
Definition: npc.h:752
mission * mission_selected
The mission (if any) that we talk about right now.
Definition: npc.h:757
std::vector< mission * > missions
Missions that the NPC can give out.
Definition: npc.h:748
int value
Definition: npc.h:242
int trust
Definition: npc.h:240
int owed
Definition: npc.h:244
int fear
Definition: npc.h:241
int anger
Definition: npc.h:243

References npc::add_new_mission(), npc_opinion::anger, npc::chatbin, npc_opinion::fear, overmapbuffer::find_npc(), follower_ids, Character::getID(), Character::global_omt_location(), npc::mission, npc_chatbin::mission_selected, npc_chatbin::missions, npc_chatbin::missions_assigned, NPC_MISSION_NULL, NPCATT_NULL, npc::op_of_u, ORIGIN_ANY_NPC, overmap_buffer, npc_opinion::owed, mission::reserve_random(), npc::set_attitude(), npc::set_fac(), npc_opinion::trust, and npc_opinion::value.

Referenced by cleanup_at_end().

◆ reset_zoom()

void game::reset_zoom ( )

Definition at line 7186 of file game.cpp.

7187{
7188#if defined(TILES)
7190 rescale_tileset( tileset_zoom );
7191#endif // TILES
7192}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

◆ revive_corpse()

bool game::revive_corpse ( const tripoint p,
item it 
)

Revives a corpse at given location.

The monster type and some of its properties are deducted from the corpse. If reviving succeeds, the location is guaranteed to have a new monster there (see critter_at).

Parameters
pThe place where to put the revived monster.
itThe corpse item, it must be a valid corpse (see item::is_corpse).
Returns
Whether the corpse has actually been redivided. Reviving may fail for many reasons, including no space to put the monster, corpse being to much damaged etc. If the monster was revived, the caller should remove the corpse item. If reviving failed, the item is unchanged, as is the environment (no new monsters).

Definition at line 4993 of file game.cpp.

4994{
4995 if( !it.is_corpse() ) {
4996 debugmsg( "Tried to revive a non-corpse." );
4997 return false;
4998 }
4999 shared_ptr_fast<monster> newmon_ptr = make_shared_fast<monster>
5000 ( it.get_mtype()->id );
5001 monster &critter = *newmon_ptr;
5002 critter.init_from_item( it );
5003 if( critter.get_hp() < 1 ) {
5004 // Failed reanimation due to corpse being too burned
5005 return false;
5006 }
5007 if( it.has_flag( "FIELD_DRESS" ) || it.has_flag( "FIELD_DRESS_FAILED" ) ||
5008 it.has_flag( "QUARTERED" ) ) {
5009 // Failed reanimation due to corpse being butchered
5010 return false;
5011 }
5012
5013 critter.no_extra_death_drops = true;
5014 critter.add_effect( effect_downed, 5_turns, num_bp );
5015 for( const item &component : it.components ) {
5016 critter.corpse_components.push_back( component );
5017 }
5018
5019 if( it.get_var( "zlave" ) == "zlave" ) {
5020 critter.add_effect( effect_pacified, 1_turns, num_bp );
5021 critter.add_effect( effect_pet, 1_turns, num_bp );
5022 }
5023
5024 if( it.get_var( "no_ammo" ) == "no_ammo" ) {
5025 for( auto &ammo : critter.ammo ) {
5026 ammo.second = 0;
5027 }
5028 }
5029
5030 return place_critter_at( newmon_ptr, p );
5031}
monster * place_critter_at(const mtype_id &id, const tripoint &p)
Adds critters to the reality bubble, creating them if necessary.
Definition: game.cpp:4790
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1025
const mtype * get_mtype() const
Definition: item.cpp:6496
std::list< item > components
Definition: item.h:2159
bool has_flag(const std::string &flag) const
Definition: item.cpp:5213
bool is_corpse() const
Whether this is a corpse item.
Definition: item.cpp:6491
int get_hp(const bodypart_id &) const override
Definition: monster.cpp:2918
bool no_extra_death_drops
Definition: monster.h:483
std::vector< item > corpse_components
Definition: monster.h:460
void init_from_item(const item &itm)
Initialize values like speed / hp from data of an item.
Definition: monster.cpp:2782
static const efftype_id effect_downed("downed")
static const efftype_id effect_pacified("pacified")

References monster::add_effect(), monster::ammo, item::components, monster::corpse_components, debugmsg, effect_downed, effect_pacified, effect_pet, monster::get_hp(), item::get_mtype(), item::get_var(), item::has_flag(), mtype::id, monster::init_from_item(), item::is_corpse(), monster::no_extra_death_drops, num_bp, and place_critter_at().

◆ save()

bool game::save ( )

Returns false if saving failed.

Definition at line 2897 of file game.cpp.

2898{
2899 try {
2900 if( !save_player_data() ||
2902 !save_artifacts() ||
2903 !save_maps() ||
2904 !get_auto_pickup().save_character() ||
2906 !get_safemode().save_character() ||
2907 !write_to_file( get_world_base_save_path() + "/uistate.json", [&]( std::ostream & fout ) {
2908 JsonOut jsout( fout );
2909 uistate.serialize( jsout );
2910 }, _( "uistate data" ) ) ) {
2911 return false;
2912 } else {
2913 world_generator->active_world->add_save( save_t::from_player_name( u.name ) );
2914 return true;
2915 }
2916 } catch( std::ios::failure &err ) {
2917 popup( _( "Failed to save game data" ) );
2918 return false;
2919 }
2920}
void write_to_file(const std::string &path, const std::function< void(std::ostream &)> &writer)
Definition: json.h:580
bool save_player_data()
Definition: game.cpp:2851
void serialize(JsonOut &json) const
@ failure
Definition: behavior.h:20

References _, behavior::failure, save_t::from_player_name(), get_auto_notes_settings(), get_auto_pickup(), get_safemode(), get_world_base_save_path(), Character::name, popup(), save(), save_artifacts(), save_factions_missions_npcs(), save_maps(), save_player_data(), uistatedata::serialize(), u, uistate, world_generator, and write_to_file().

Referenced by handle_action(), quicksave(), and save().

◆ save_artifacts()

bool game::save_artifacts ( )
private

Definition at line 2832 of file game.cpp.

2833{
2834 std::string artfilename = get_world_base_save_path() + "/" + SAVE_ARTIFACTS;
2835 return ::save_artifacts( artfilename );
2836}
bool save_artifacts(const std::string &path)
Definition: artifact.cpp:1277

References get_world_base_save_path(), SAVE_ARTIFACTS(), and save_artifacts().

Referenced by cleanup_at_end(), and save().

◆ save_cyborg()

void game::save_cyborg ( item cyborg,
const tripoint couch_pos,
player installer 
)

Turns Broken Cyborg monster into Cyborg NPC via surgery.

Definition at line 5033 of file game.cpp.

5034{
5035 int assist_bonus = installer.get_effect_int( effect_assisted );
5036
5037 float adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
5040 -1 );
5041
5042 int damage = cyborg->damage();
5043 int dmg_lvl = cyborg->damage_level( 4 );
5044 int difficulty = 12;
5045
5046 if( damage != 0 ) {
5047
5048 popup( _( "WARNING: Patient's body is damaged. Difficulty of the procedure is increased by %s." ),
5049 dmg_lvl );
5050
5051 // Damage of the cyborg increases difficulty
5052 difficulty += dmg_lvl;
5053 }
5054
5055 int chance_of_success = bionic_manip_cos( adjusted_skill + assist_bonus, difficulty );
5056 int success = chance_of_success - rng( 1, 100 );
5057
5058 if( !g->u.query_yn(
5059 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
5060 100 - static_cast<int>( chance_of_success ) ) ) {
5061 return;
5062 }
5063
5064 if( success > 0 ) {
5065 add_msg( m_good, _( "Successfully removed Personality override." ) );
5066 add_msg( m_bad, _( "Autodoc immediately destroys the CBM upon removal." ) );
5067
5068 m.i_rem( couch_pos, cyborg );
5069
5070 const string_id<npc_template> npc_cyborg( "cyborg_rescued" );
5071 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
5072 tmp->normalize();
5073 tmp->load_npc_template( npc_cyborg );
5074 tmp->spawn_at_precise( { get_levx(), get_levy() }, couch_pos );
5076 tmp->hurtall( dmg_lvl * 10, nullptr );
5077 tmp->add_effect( effect_downed, rng( 1_turns, 4_turns ), num_bp, 0, true );
5078 load_npcs();
5079
5080 } else {
5081 const int failure_level = static_cast<int>( std::sqrt( std::abs( success ) * 4.0 * difficulty /
5082 adjusted_skill ) );
5083 const int fail_type = std::min( 5, failure_level );
5084 switch( fail_type ) {
5085 case 1:
5086 case 2:
5087 add_msg( m_info, _( "The removal fails." ) );
5088 add_msg( m_bad, _( "The body is damaged." ) );
5089 cyborg->set_damage( damage + 1000 );
5090 break;
5091 case 3:
5092 case 4:
5093 add_msg( m_info, _( "The removal fails badly." ) );
5094 add_msg( m_bad, _( "The body is badly damaged!" ) );
5095 cyborg->set_damage( damage + 2000 );
5096 break;
5097 case 5:
5098 add_msg( m_info, _( "The removal is a catastrophe." ) );
5099 add_msg( m_bad, _( "The body is destroyed!" ) );
5100 m.i_rem( couch_pos, cyborg );
5101 break;
5102 default:
5103 break;
5104 }
5105
5106 }
5107
5108}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1886
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1843
item & set_damage(int qty)
Filter setting damage constrained by min_damage and max_damage.
Definition: item.cpp:714
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:701
int damage() const
How much damage has the item sustained?
Definition: item.cpp:696
map_stack::iterator i_rem(const tripoint &p, map_stack::const_iterator it)
Definition: map.cpp:4092
static const skill_id skill_computer("computer")
static const efftype_id effect_assisted("assisted")
static const skill_id skill_electronics("electronics")
@ success
Definition: behavior.h:20

References _, add_msg(), bionic_manip_cos(), Character::bionics_adjusted_skill(), item::damage(), item::damage_level(), effect_assisted, effect_downed, g, Creature::get_effect_int(), get_levx(), get_levy(), map::i_rem(), overmapbuffer::insert_npc(), load_npcs(), m, m_bad, m_good, m_info, num_bp, overmap_buffer, popup(), rng(), item::set_damage(), skill_computer, skill_electronics, skill_firstaid, and behavior::success.

◆ save_factions_missions_npcs()

bool game::save_factions_missions_npcs ( )
private

Definition at line 2824 of file game.cpp.

2825{
2826 std::string masterfile = get_world_base_save_path() + "/" + SAVE_MASTER;
2827 return write_to_file( masterfile, [&]( std::ostream & fout ) {
2828 serialize_master( fout );
2829 }, _( "factions data" ) );
2830}
void serialize_master(std::ostream &fout)
Definition: savegame.cpp:1243

References _, get_world_base_save_path(), SAVE_MASTER(), serialize_master(), and write_to_file().

Referenced by cleanup_at_end(), and save().

◆ save_maps()

bool game::save_maps ( )
private

Definition at line 2838 of file game.cpp.

2839{
2840 try {
2841 m.save();
2842 overmap_buffer.save(); // can throw
2843 MAPBUFFER.save(); // can throw
2844 return true;
2845 } catch( const std::exception &err ) {
2846 popup( _( "Failed to save the maps: %s" ), err.what() );
2847 return false;
2848 }
2849}
void save(bool delete_after_save=false)
Store all submaps in this instance into savefiles.
Definition: mapbuffer.cpp:103

References _, m, MAPBUFFER, overmap_buffer, popup(), map::save(), overmapbuffer::save(), and mapbuffer::save().

Referenced by cleanup_at_end(), and save().

◆ save_player_data()

bool game::save_player_data ( )
private

Definition at line 2851 of file game.cpp.

2852{
2853 const std::string playerfile = get_player_base_save_path();
2854
2855 const bool saved_data = write_to_file( playerfile + SAVE_EXTENSION, [&]( std::ostream & fout ) {
2856 serialize( fout );
2857 }, _( "player data" ) );
2858 const bool saved_map_memory = u.save_map_memory();
2859 const bool saved_log = write_to_file( playerfile + SAVE_EXTENSION_LOG, [&](
2860 std::ostream & fout ) {
2861 fout << memorial().dump();
2862 }, _( "player memorial" ) );
2863#if defined(__ANDROID__)
2864 const bool saved_shortcuts = write_to_file( playerfile + SAVE_EXTENSION_SHORTCUTS, [&](
2865 std::ostream & fout ) {
2866 save_shortcuts( fout );
2867 }, _( "quick shortcuts" ) );
2868#endif
2869 const bool saved_diary = u.get_avatar_diary()->store();
2870 return saved_data && saved_map_memory && saved_log && saved_diary
2871#if defined(__ANDROID__)
2872 && saved_shortcuts
2873#endif
2874 ;
2875}
bool save_map_memory()
Definition: avatar.cpp:131
bool store()
Definition: diary.cpp:759
std::string get_player_base_save_path() const
Base path for saving player data.
Definition: game.cpp:12112
void serialize(std::ostream &fout)
Saving and loading functions.
Definition: savegame.cpp:69
std::string dump() const
Concatenates all of the memorial log entries, delimiting them with newlines, and returns the resultin...

References _, memorial_logger::dump(), avatar::get_avatar_diary(), get_player_base_save_path(), memorial(), SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), avatar::save_map_memory(), serialize(), diary::store(), u, and write_to_file().

Referenced by save().

◆ serialize()

void game::serialize ( std::ostream &  fout)

Saving and loading functions.

Definition at line 69 of file savegame.cpp.

70{
71 /*
72 * Format version 12: Fully json, save the header. Weather and memorial exist elsewhere.
73 * To prevent (or encourage) confusion, there is no version 8. (cata 0.8 uses v7)
74 */
75 // Header
76 fout << "# version " << savegame_version << std::endl;
77
78 JsonOut json( fout, true ); // pretty-print
79
80 json.start_object();
81 // basic game state information.
82 json.member( "turn", calendar::turn );
84 json.member( "calendar_start", calendar_config._start_of_cataclysm );
85 json.member( "game_start", calendar_config._start_of_game );
86 json.member( "initial_season", static_cast<int>( calendar_config._initial_season ) );
87 json.member( "auto_travel_mode", auto_travel_mode );
88 json.member( "run_mode", static_cast<int>( safe_mode ) );
89 json.member( "mostseen", mostseen );
90 // current map coordinates
91 tripoint pos_sm = m.get_abs_sub();
92 const point pos_om = sm_to_om_remain( pos_sm.x, pos_sm.y );
93 json.member( "levx", pos_sm.x );
94 json.member( "levy", pos_sm.y );
95 json.member( "levz", pos_sm.z );
96 json.member( "om_x", pos_om.x );
97 json.member( "om_y", pos_om.y );
98
99 json.member( "grscent", scent.serialize() );
100 json.member( "typescent", scent.serialize( true ) );
101
102 // Then each monster
103 json.member( "active_monsters", *critter_tracker );
104 json.member( "stair_monsters", coming_to_stairs );
105
106 // save stats.
107 json.member( "kill_tracker", *kill_tracker_ptr );
108 json.member( "stats_tracker", *stats_tracker_ptr );
109 json.member( "achievements_tracker", *achievements_tracker_ptr );
110
111 json.member( "token_provider", *token_provider_ptr );
112
113 json.member( "player", u );
114 Messages::serialize( json );
115
116 json.end_object();
117}
A class that keeps time data other than current time.
Definition: calendar.h:530
season_type _initial_season
Definition: calendar.h:534
time_point _start_of_game
Definition: calendar.h:533
time_point _start_of_cataclysm
Definition: calendar.h:532
pimpl< drop_token_provider > token_provider_ptr
Definition: game.h:1001
std::string serialize(bool is_type=false) const
Definition: savegame.cpp:119
point sm_to_om_remain(int &x, int &y)
void serialize(JsonOut &json)
Definition: messages.cpp:321
calendar_config config
const int savegame_version
Definition: savegame.cpp:57

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, coming_to_stairs, calendar::config, critter_tracker, JsonOut::end_object(), map::get_abs_sub(), kill_tracker_ptr, m, JsonOut::member(), mostseen, safe_mode, savegame_version, scent, scent_map::serialize(), Messages::serialize(), sm_to_om_remain(), JsonOut::start_object(), stats_tracker_ptr, token_provider_ptr, calendar::turn, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by save_player_data().

◆ serialize_master()

void game::serialize_master ( std::ostream &  fout)
private

Definition at line 1243 of file savegame.cpp.

1244{
1245 fout << "# version " << savegame_version << std::endl;
1246 try {
1247 JsonOut json( fout, true ); // pretty-print
1248 json.start_object();
1249
1250 json.member( "next_mission_id", next_mission_id );
1251 json.member( "next_npc_id", next_npc_id );
1252
1253 json.member( "active_missions" );
1254 mission::serialize_all( json );
1255
1256 json.member( "factions", *faction_manager_ptr );
1257 json.member( "seed", seed );
1258
1259 json.member( "weather" );
1260 json.start_object();
1261 json.member( "lightning", get_weather().lightning_active );
1262 json.end_object();
1263
1264 json.end_object();
1265 } catch( const JsonError &e ) {
1266 debugmsg( "error saving to %s: %s", SAVE_MASTER, e.c_str() );
1267 }
1268}
Definition: json.h:51
const char * c_str() const noexcept
Definition: json.h:54
static void serialize_all(JsonOut &json)
Definition: savegame.cpp:1234

References JsonError::c_str(), debugmsg, JsonOut::end_object(), faction_manager_ptr, get_weather, JsonOut::member(), next_mission_id, next_npc_id, SAVE_MASTER(), savegame_version, seed, mission::serialize_all(), and JsonOut::start_object().

Referenced by save_factions_missions_npcs().

◆ set_critter_died()

void game::set_critter_died ( )

If invoked, dead will be cleaned this turn.

Definition at line 1898 of file game.cpp.

1899{
1900 critter_died = true;
1901}

References critter_died.

◆ set_driving_view_offset()

void game::set_driving_view_offset ( const point p)

Definition at line 1708 of file game.cpp.

1709{
1710 // remove the previous driving offset,
1711 // store the new offset and apply the new offset.
1718}

References driving_view_offset, u, player::view_offset, point::x, tripoint::x, point::y, and tripoint::y.

Referenced by calc_driving_offset(), and cleanup_at_end().

◆ set_npcs_dirty()

void game::set_npcs_dirty ( )

If invoked, NPCs will be reloaded before next turn.

Definition at line 1893 of file game.cpp.

1894{
1895 npcs_dirty = true;
1896}

References npcs_dirty.

◆ set_safe_mode()

void game::set_safe_mode ( safe_mode_type  mode)

Definition at line 8733 of file game.cpp.

8734{
8735 safe_mode = mode;
8737}

References safe_mode, and safe_mode_warning_logged.

Referenced by handle_action(), and mon_info_update().

◆ set_zoom()

void game::set_zoom ( int  level)

Definition at line 7194 of file game.cpp.

7195{
7196#if defined(TILES)
7197 if( tileset_zoom != level ) {
7198 tileset_zoom = level;
7199 rescale_tileset( tileset_zoom );
7200 }
7201#else
7202 static_cast<void>( level );
7203#endif // TILES
7204}

References tileset_zoom.

Referenced by look_around().

◆ setremoteveh()

void game::setremoteveh ( vehicle veh)

Sets the current remotely controlled vehicle.

Definition at line 2381 of file game.cpp.

2382{
2384 remoteveh_cache = veh;
2385 if( veh != nullptr && !u.has_active_bionic( bio_remote ) &&
2387 debugmsg( "Tried to set remote vehicle without bio_remote or remotevehcontrol" );
2388 veh = nullptr;
2389 }
2390
2391 if( veh == nullptr ) {
2392 u.remove_value( "remote_controlling_vehicle" );
2393 return;
2394 }
2395
2396 std::stringstream remote_veh_string;
2397 const tripoint vehpos = veh->global_pos3();
2398 remote_veh_string << vehpos.x << ' ' << vehpos.y << ' ' << vehpos.z;
2399 u.set_value( "remote_controlling_vehicle", remote_veh_string.str() );
2400}
void remove_value(const std::string &key)
Definition: creature.cpp:1336

References bio_remote, debugmsg, vehicle::global_pos3(), Character::has_active_bionic(), Character::has_active_item(), itype_remotevehcontrol, remoteveh_cache, remoteveh_cache_time, Creature::remove_value(), Creature::set_value(), calendar::turn, u, tripoint::x, tripoint::y, and tripoint::z.

◆ setup()

void game::setup ( )

Definition at line 575 of file game.cpp.

576{
577 loading_ui ui( true );
578 {
581 popup.message( "%s", _( "Please wait while the world data loads…\nLoading core data" ) );
584
586 }
587
589
590 if( get_option<bool>( "ELEVATED_BRIDGES" ) && !get_option<bool>( "ZLEVELS" ) ) {
591 debugmsg( "\"Elevated bridges\" mod requires z-levels to be ENABLED to work properly!" );
592 }
593
594 m = map( get_option<bool>( "ZLEVELS" ) );
595
597 next_mission_id = 1;
598 new_game = true;
599 uquit = QUIT_NO; // We haven't quit the game
600 bVMonsterLookFire = true;
601
602 // invalidate calendar caches in case we were previously playing
603 // a different world
604 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
605 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
606
609
610 turnssincelastmon = 0; //Auto safe mode init
611
614 coming_to_stairs.clear();
615 active_npc.clear();
616 faction_manager_ptr->clear();
621
622 SCT.vSCT.clear(); //Delete pending messages
623
624 stats().clear();
625 // reset kill counts
626 kill_tracker_ptr->clear();
628 // reset follower list
629 follower_ids.clear();
630 scent.reset();
631
633 remoteveh_cache = nullptr;
634
635 token_provider_ptr->clear();
636 // back to menu for save loading, new game etc
637}
void clear_zombies()
Redirects to the creature_tracker clear() function.
Definition: game.cpp:4867
void load_world_modfiles(loading_ui &ui)
Loads core data and mods from the active world.
Definition: game.cpp:2731
static void clear_all()
Remove all active missions, used to cleanup on exit and before reloading a new game.
Definition: mission.cpp:127
void reset()
Definition: scent_map.cpp:51
static const string_id< weather_type > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
void clear_messages()
Definition: messages.cpp:351
void reset_sounds()
Definition: sounds.cpp:565

References _, achievements_tracker_ptr, active_npc, calendar::before_time_starts, bVMonsterLookFire, character_id, explosion_handler::explosion_queue::clear(), stats_tracker::clear(), mission::clear_all(), Messages::clear_messages(), clear_zombies(), coming_to_stairs, debugmsg, faction_manager_ptr, follower_ids, explosion_handler::get_explosion_queue(), get_weather, kill_tracker_ptr, load_core_data(), load_world_modfiles(), m, new_game, next_mission_id, next_npc_id, weather_manager::nextweather, string_id< weather_type >::NULL_ID(), popup(), QUIT_NO, ui_manager::redraw(), refresh_display(), remoteveh_cache, remoteveh_cache_time, scent_map::reset(), sounds::reset_sounds(), scent, SCT, calendar::set_eternal_season(), calendar::set_season_length(), stats(), timed_events, token_provider_ptr, turnssincelastmon, uquit, scrollingcombattext::vSCT, and weather_manager::weather_id.

Referenced by butcher_submenu(), and quickload().

◆ shared_from()

template<typename T >
template shared_ptr_fast< npc > game::shared_from< npc > ( const T &  critter)

Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).

The function may return an empty pointer if the given critter is not stored anywhere (e.g. it was allocated on the stack, not stored in the critter_tracker nor in active_npc nor is it u).

Definition at line 4720 of file game.cpp.

4721{
4722 if( static_cast<const Creature *>( &critter ) == static_cast<const Creature *>( &u ) ) {
4723 // u is not stored in a shared_ptr, but it won't go out of scope anyway
4724 return std::dynamic_pointer_cast<T>( u_shared_ptr );
4725 }
4726 if( critter.is_monster() ) {
4727 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( critter.pos() ) ) {
4728 if( static_cast<const Creature *>( mon_ptr.get() ) == static_cast<const Creature *>( &critter ) ) {
4729 return std::dynamic_pointer_cast<T>( mon_ptr );
4730 }
4731 }
4732 }
4733 if( critter.is_npc() ) {
4734 for( auto &cur_npc : active_npc ) {
4735 if( static_cast<const Creature *>( cur_npc.get() ) == static_cast<const Creature *>( &critter ) ) {
4736 return std::dynamic_pointer_cast<T>( cur_npc );
4737 }
4738 }
4739 }
4740 return nullptr;
4741}

References active_npc, critter_tracker, u, and u_shared_ptr.

Referenced by list_monsters(), mon_info_update(), and validate_mounted_npcs().

◆ shift_destination_preview()

void game::shift_destination_preview ( const point delta)

Definition at line 12125 of file game.cpp.

12126{
12127 for( tripoint &p : destination_preview ) {
12128 p += delta;
12129 }
12130}

References destination_preview.

◆ shift_monsters()

void game::shift_monsters ( const tripoint shift)
private

Shift all active monsters, the shift vector is the number of shifted submaps.

Monsters that are outside of the reality bubble after shifting are despawned. Note on z-levels: this works with vertical shifts, but currently all monsters are despawned upon a vertical shift.

Definition at line 11130 of file game.cpp.

11131{
11132 // If either shift argument is non-zero, we're shifting.
11133 if( shift == tripoint_zero ) {
11134 return;
11135 }
11136 for( monster &critter : all_monsters() ) {
11137 if( shift.xy() != point_zero ) {
11138 critter.shift( shift.xy() );
11139 }
11140
11141 if( m.inbounds( critter.pos() ) && ( shift.z == 0 || m.has_zlevels() ) ) {
11142 // We're inbounds, so don't despawn after all.
11143 // No need to shift Z-coordinates, they are absolute
11144 continue;
11145 }
11146 // Either a vertical shift or the critter is now outside of the reality bubble,
11147 // anyway: it must be saved and removed.
11148 despawn_monster( critter );
11149 }
11150 // The order in which zombies are shifted may cause zombies to briefly exist on
11151 // the same square. This messes up the mon_at cache, so we need to rebuild it.
11152 critter_tracker->rebuild_cache();
11153}

References all_monsters(), critter_tracker, despawn_monster(), map::has_zlevels(), map::inbounds(), m, point_zero, tripoint_zero, tripoint::xy(), and tripoint::z.

Referenced by update_map(), vertical_move(), and vertical_shift().

◆ slip_down()

bool game::slip_down ( )

Checks if player is able to successfully climb to/from some terrain and not slip down.

Returns
whether player has slipped down
Dexterity decreases chances of slipping while climbing

Definition at line 12132 of file game.cpp.

12133{
12134 ///\EFFECT_DEX decreases chances of slipping while climbing
12135 int climb = u.dex_cur;
12136 if( u.has_trait( trait_BADKNEES ) ) {
12137 climb = climb / 2;
12138 }
12139 if( one_in( climb ) ) {
12140 add_msg( m_bad, _( "You slip while climbing and fall down again." ) );
12141 if( climb <= 1 ) {
12142 add_msg( m_bad, _( "Climbing is impossible in your current state." ) );
12143 }
12144 return true;
12145 }
12146 return false;
12147}
static const trait_id trait_BADKNEES("BADKNEES")

References _, add_msg(), Character::dex_cur, Character::has_trait(), m_bad, one_in(), trait_BADKNEES, and u.

◆ spawn_hallucination()

bool game::spawn_hallucination ( const tripoint p)

Spawns a hallucination at a determined position.

Attempts to spawn a hallucination at given location.

Returns false if the hallucination couldn't be spawned for whatever reason, such as a monster already in the target square.

Returns
Whether or not a hallucination was successfully spawned.

Definition at line 4878 of file game.cpp.

4879{
4880 if( one_in( 100 ) ) {
4881 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
4882 tmp->normalize();
4883 tmp->randomize( NC_HALLU );
4884 tmp->spawn_at_precise( { get_levx(), get_levy() }, p );
4885 if( !critter_at( p, true ) ) {
4887 load_npcs();
4888 return true;
4889 } else {
4890 return false;
4891 }
4892 }
4893
4895 const shared_ptr_fast<monster> phantasm = make_shared_fast<monster>( mt );
4896 phantasm->hallucination = true;
4897 phantasm->spawn( p );
4898
4899 //Don't attempt to place phantasms inside of other creatures
4900 if( !critter_at( phantasm->pos(), true ) ) {
4901 return critter_tracker->add( phantasm );
4902 } else {
4903 return false;
4904 }
4905}
mtype_id get_valid_hallucination() const
static MonsterGenerator & generator()
npc_class_id NC_HALLU("NC_HALLU")

References critter_at(), critter_tracker, MonsterGenerator::generator(), get_levx(), get_levy(), MonsterGenerator::get_valid_hallucination(), overmapbuffer::insert_npc(), load_npcs(), NC_HALLU, one_in(), and overmap_buffer.

◆ spell_events_subscriber()

spell_events & game::spell_events_subscriber ( )

Definition at line 2892 of file game.cpp.

2893{
2894 return *spell_events_ptr;
2895}

References spell_events_ptr.

◆ start_calendar()

void game::start_calendar ( )

Definition at line 11694 of file game.cpp.

11695{
11696 const bool scen_season = scen->has_flag( "SPR_START" ) || scen->has_flag( "SUM_START" ) ||
11697 scen->has_flag( "AUT_START" ) || scen->has_flag( "WIN_START" ) ||
11698 scen->has_flag( "SUM_ADV_START" );
11699
11701 if( scen_season ) {
11702 // Configured starting date overridden by scenario, calendar_config.start is left as Spring 1
11704 get_option<int>( "INITIAL_TIME" );
11705 calendar_config._start_of_game = calendar::turn_zero + 1_hours * get_option<int>( "INITIAL_TIME" );
11706 if( scen->has_flag( "SPR_START" ) ) {
11708 } else if( scen->has_flag( "SUM_START" ) ) {
11711 } else if( scen->has_flag( "AUT_START" ) ) {
11714 } else if( scen->has_flag( "WIN_START" ) ) {
11717 } else if( scen->has_flag( "SUM_ADV_START" ) ) {
11720 } else {
11721 debugmsg( "The Unicorn" );
11722 }
11723 } else {
11724 // No scenario, so use the starting date+time configured in world options
11725 int initial_days = get_option<int>( "INITIAL_DAY" );
11726 if( initial_days == -1 ) {
11727 // 0 - 363 for a 91 day season
11728 initial_days = rng( 0, get_option<int>( "SEASON_LENGTH" ) * 4 - 1 );
11729 }
11731
11732 // Determine the season based off how long the seasons are set to be
11733 // First take the number of season elapsed up to the starting date, then mod by 4 to get the season of the current year
11734 const int season_number = ( initial_days / get_option<int>( "SEASON_LENGTH" ) ) % 4;
11735 if( season_number == 0 ) {
11737 } else if( season_number == 1 ) {
11739 } else if( season_number == 2 ) {
11741 } else {
11743 }
11744
11746 + 1_hours * get_option<int>( "INITIAL_TIME" )
11747 + 1_days * get_option<int>( "SPAWN_DELAY" );
11748 }
11749
11751}
@ WINTER
Definition: calendar.h:21
@ AUTUMN
Definition: calendar.h:20
@ SUMMER
Definition: calendar.h:19
@ SPRING
Definition: calendar.h:18
time_duration season_length() const
Definition: calendar.h:569
const scenario * scen
Definition: game.h:1008
bool has_flag(const std::string &flag) const
Such as a seasonal start, fiery start, surrounded start, etc.
Definition: scenario.cpp:439

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, AUTUMN, calendar::config, debugmsg, scenario::has_flag(), rng(), scen, calendar_config::season_length(), SPRING, SUMMER, calendar::turn, calendar::turn_zero, and WINTER.

Referenced by start_game().

◆ start_game()

bool game::start_game ( )
private

Definition at line 663 of file game.cpp.

664{
665 if( !gamemode ) {
666 gamemode = std::make_unique<special_game>();
667 }
668
669 seed = rng_bits();
670 new_game = true;
673 safe_mode = ( get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF );
674 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
677
679
682 popup.message( "%s", _( "Please wait as we build your world" ) );
685
686 load_master();
687 u.setID( assign_npc_id() ); // should be as soon as possible, but *after* load_master
688
692 do {
693 omtstart = start_loc.find_player_initial_location();
694 if( omtstart == overmap::invalid_tripoint ) {
695 if( query_yn(
696 _( "Try again?\n\nIt may require several attempts until the game finds a valid starting location." ) ) ) {
699 } else {
700 return false;
701 }
702 }
703 } while( omtstart == overmap::invalid_tripoint );
704
705 start_loc.prepare_map( omtstart );
706
707 // Place vehicles spawned by scenario or profession, has to be placed very early to avoid bugs.
708 if( u.starting_vehicle &&
709 !place_vehicle_nearby( u.starting_vehicle, omtstart.xy(), 0, 30,
710 std::vector<std::string> {} ) ) {
711 debugmsg( "could not place starting vehicle" );
712 }
713
714 if( scen->has_map_extra() ) {
715 // Map extras can add monster spawn points and similar and should be done before the main
716 // map is loaded.
717 start_loc.add_map_extra( omtstart, scen->get_map_extra() );
718 }
719
720 // TODO: fix point types
721 tripoint lev = project_to<coords::sm>( omtstart ).raw();
722 // The player is centered in the map, but lev[xyz] refers to the top left point of the map
723 lev.x -= HALF_MAPSIZE;
724 lev.y -= HALF_MAPSIZE;
725 load_map( lev, /*pump_events=*/true );
726
729 // Do this after the map cache has been built!
730 start_loc.place_player( u );
731 // ...but then rebuild it, because we want visibility cache to avoid spawning monsters in sight
734 // Start the overmap with out immediate neighborhood visible, this needs to be after place_player
736 get_option<int>( "DISTANCE_INITIAL_VISIBILITY" ), 0 );
737
738 u.moves = 0;
739 u.process_turn(); // process_turn adds the initial move points
743 u.next_climate_control_check = calendar::before_time_starts; // Force recheck at startup
745
746 //Reset character safe mode/pickup rules
751
752 //Put some NPCs in there!
753 if( get_option<std::string>( "STARTING_NPC" ) == "always" ||
754 ( get_option<std::string>( "STARTING_NPC" ) == "scenario" &&
755 !g->scen->has_flag( "LONE_START" ) ) ) {
757 }
758 //Load NPCs. Set nearby npcs to active.
759 load_npcs();
760 // Spawn the monsters
761 const bool spawn_near =
762 get_option<bool>( "BLACK_ROAD" ) || g->scen->has_flag( "SUR_START" );
763 // Surrounded start ones
764 if( spawn_near ) {
765 start_loc.surround_with_monsters( omtstart, mongroup_id( "GROUP_ZOMBIE" ), 70 );
766 }
767
768 m.spawn_monsters( !spawn_near ); // Static monsters
769
770 // Make sure that no monsters are near the player
771 // This can happen in lab starts
772 if( !spawn_near ) {
773 for( monster &critter : all_monsters() ) {
774 if( rl_dist( critter.pos(), u.pos() ) <= 5 ||
775 m.clear_path( critter.pos(), u.pos(), 40, 1, 100 ) ) {
776 remove_zombie( critter );
777 }
778 }
779 }
780
781 //Create mutation_category_level
783 //Calculate mutation drench protection stats
786 if( scen->has_flag( "FIRE_START" ) ) {
787 start_loc.burn( omtstart, 3, 3 );
788 }
789 if( scen->has_flag( "INFECTED" ) ) {
791 }
792 if( scen->has_flag( "BAD_DAY" ) ) {
793 u.add_effect( effect_flu, 1000_minutes );
794 u.add_effect( effect_drunk, 270_minutes );
795 u.add_morale( MORALE_FEELING_BAD, -100, -100, 50_minutes, 50_minutes );
796 }
797 if( scen->has_flag( "HELI_CRASH" ) ) {
798 start_loc.handle_heli_crash( u );
799 bool success = false;
800 for( auto v : m.get_vehicles() ) {
801 std::string name = v.v->type.str();
802 std::string search = std::string( "helicopter" );
803 if( name.find( search ) != std::string::npos ) {
804 for( const vpart_reference &vp : v.v->get_any_parts( VPFLAG_CONTROLS ) ) {
805 const tripoint pos = vp.pos();
806 u.setpos( pos );
807
808 // Delete the items that would have spawned here from a "corpse"
809 for( auto sp : v.v->parts_at_relative( vp.mount(), true ) ) {
810 vehicle_stack here = v.v->get_items( sp );
811
812 for( auto iter = here.begin(); iter != here.end(); ) {
813 iter = here.erase( iter );
814 }
815 }
816
817 auto mons = critter_tracker->find( pos );
818 if( mons != nullptr ) {
819 critter_tracker->remove( *mons );
820 }
821
822 success = true;
823 break;
824 }
825 if( success ) {
826 v.v->name = "Bird Wreckage";
827 break;
828 }
829 }
830 }
831 }
832 if( scen->has_flag( "BORDERED" ) ) {
833 overmap &starting_om = get_cur_om();
834 for( int z = -OVERMAP_DEPTH; z <= OVERMAP_HEIGHT; z++ ) {
835 starting_om.place_special_forced( overmap_special_id( "world" ), { 0, 0, z },
837 }
838
839 }
840 for( auto &e : u.inv_dump() ) {
841 e->set_owner( g->u );
842 }
843 // Now that we're done handling coordinates, ensure the player's submap is in the center of the map
844 update_map( u );
845 // Profession pets
846 for( const mtype_id &elem : u.starting_pets ) {
847 if( monster *const mon = place_critter_around( elem, u.pos(), 5 ) ) {
848 mon->friendly = -1;
849 mon->add_effect( effect_pet, 1_turns, num_bp );
850 } else {
851 add_msg( m_debug, "cannot place starting pet, no space!" );
852 }
853 }
854 // Assign all of this scenario's missions to the player.
855 for( const mission_type_id &m : scen->missions() ) {
856 const auto mission = mission::reserve_new( m, character_id() );
857 mission->assign( u );
858 }
859
860 g->events().send<event_type::game_start>( u.getID() );
861 return true;
862}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:364
bool last_climate_control_ret
Definition: character.h:2215
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7946
void set_stamina(int new_stamina)
Definition: character.cpp:7208
time_point next_climate_control_check
Definition: character.h:2214
int get_stamina_max() const
Definition: character.cpp:7199
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7923
void default_initialize()
Perform default initialization.
Definition: auto_note.cpp:101
void start_calendar()
Definition: game.cpp:11694
void create_starting_npcs()
Definition: game.cpp:990
overmap & get_cur_om() const
The overmap which contains the center submap of the reality bubble.
Definition: game.cpp:11992
vehicle * place_vehicle_nearby(const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
Definition: game.cpp:864
bool clear_path(const tripoint &f, const tripoint &t, int range, int cost_min, int cost_max) const
Check whether there's a direct line of sight between F and T with the additional movecost restraints.
Definition: map.cpp:6395
static mission * reserve_new(const mission_type_id &type, const character_id &npc_id)
Create a new mission of the given type and assign it to the given npc.
Definition: mission.cpp:64
void assign(avatar &u)
Assigns the mission to the player.
Definition: mission.cpp:210
void place_special_forced(const overmap_special_id &special_id, const tripoint_om_omt &p, om_direction::type dir)
Definition: overmap.cpp:2163
bool reveal(const point_abs_omt &center, int radius, int z)
Mark a square area around center on Z-level z as seen.
bool random_start_location
Definition: player.h:594
vproto_id starting_vehicle
Definition: player.h:606
std::vector< mtype_id > starting_pets
Definition: player.h:607
start_location_id start_location
Definition: player.h:595
void clear_character_rules()
bool has_map_extra() const
Definition: scenario.cpp:454
const std::string & get_map_extra() const
Definition: scenario.cpp:458
const std::vector< mission_type_id > & missions() const
Definition: scenario.cpp:462
start_location_id random_start_location() const
Definition: scenario.cpp:232
void burn(const tripoint_abs_omt &omtstart, size_t count, int rad) const
Burn random terrain / furniture with FLAMMABLE or FLAMMABLE_ASH tag.
void surround_with_monsters(const tripoint_abs_omt &omtstart, const mongroup_id &type, float expected_points) const
Adds surround start monsters.
void prepare_map(const tripoint_abs_omt &omtstart) const
Initialize the map at players start location using prepare_map.
void place_player(player &u) const
Place the player somewhere in the reality bubble (g->m).
void handle_heli_crash(player &u) const
tripoint_abs_omt find_player_initial_location() const
Find a suitable start location on the overmap.
void add_map_extra(const tripoint_abs_omt &omtstart, const std::string &map_extra) const
Adds a map extra, see map_extras.h and map_extras.cpp.
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:58
iterator erase(const_iterator it) override
Definition: vehicle.cpp:230
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_infected("infected")
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_flu("flu")
static constexpr int SPRING_TEMPERATURE
Base starting spring temperature in F used for climate, weather and temperature calculation.
void update_weather()
Definition: weather.cpp:1056
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)
unsigned int rng_bits()
Definition: rng.cpp:12
string_id< overmap_special > overmap_special_id
Definition: type_id.h:134
string_id< MonsterGroup > mongroup_id
Definition: type_id.h:105
@ VPFLAG_CONTROLS
Definition: veh_type.h:41

References _, Creature::add_effect(), start_location::add_map_extra(), Character::add_morale(), add_msg(), all_monsters(), mission::assign(), assign_npc_id(), calendar::before_time_starts, item_stack::begin(), map::build_map_cache(), start_location::burn(), character_id, auto_notes::auto_note_settings::clear(), overmapbuffer::clear(), auto_pickup::player_settings::clear_character_rules(), safemode::clear_character_rules(), map::clear_path(), create_starting_npcs(), critter_tracker, debugmsg, auto_notes::auto_note_settings::default_initialize(), Character::drench_mut_calc(), effect_accumulated_mutagen, effect_drunk, effect_flu, effect_infected, effect_pet, item_stack::end(), vehicle_stack::erase(), start_location::find_player_initial_location(), g, game_start, gamemode, get_auto_notes_settings(), get_auto_pickup(), get_cur_om(), get_distraction_manager(), get_levz(), scenario::get_map_extra(), get_safemode(), Character::get_stamina_max(), map::get_vehicles(), get_weather, Character::getID(), Character::global_omt_location(), HALF_MAPSIZE, start_location::handle_heli_crash(), scenario::has_flag(), scenario::has_map_extra(), init_autosave(), Character::inv_dump(), overmap::invalid_tripoint, map::invalidate_map_cache(), Character::last_climate_control_ret, distraction_manager::distraction_manager_gui::load(), safemode::load_global(), load_map(), load_master(), load_npcs(), m, m_debug, MAPBUFFER, scenario::missions(), MORALE_FEELING_BAD, mostseen, Creature::moves, om_direction::name(), new_game, Character::next_climate_control_check, weather_manager::nextweather, om_direction::north, num_bp, string_id< T >::obj(), overmap_buffer, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_critter_around(), start_location::place_player(), overmap::place_special_forced(), place_vehicle_nearby(), popup(), Character::pos(), start_location::prepare_map(), player::process_turn(), query_yn(), random_body_part(), player::random_start_location, scenario::random_start_location(), ui_manager::redraw(), refresh_display(), remove_zombie(), mission::reserve_new(), mapbuffer::reset(), overmapbuffer::reveal(), rl_dist(), rng_bits(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, scen, overmap_ui::search(), seed, Character::set_highest_cat_level(), Character::set_stamina(), Character::setID(), Character::setpos(), map::spawn_monsters(), SPRING_TEMPERATURE, start_calendar(), player::start_location, player::starting_pets, player::starting_vehicle, behavior::success, start_location::surround_with_monsters(), weather_manager::temperature, calendar::turn, u, update_map(), weather_manager::update_weather(), VPFLAG_CONTROLS, tripoint::x, coords::coord_point< Point, Origin, Scale >::xy(), and tripoint::y.

◆ start_hauling()

void game::start_hauling ( const tripoint pos)

Definition at line 10493 of file game.cpp.

10494{
10495 // Find target items and quantities thereof for the new activity
10496 std::vector<item_location> target_items;
10497 std::vector<int> quantities;
10498
10499 map_stack items = m.i_at( pos );
10500 for( item &it : items ) {
10501 // Liquid cannot be picked up
10502 if( it.made_of( LIQUID ) ) {
10503 continue;
10504 }
10505 target_items.emplace_back( map_cursor( pos ), &it );
10506 // Quantity of 0 means move all
10507 quantities.push_back( 0 );
10508 }
10509
10510 if( target_items.empty() ) {
10511 // Nothing to haul
10512 return;
10513 }
10514
10515 // Whether the destination is inside a vehicle (not supported)
10516 const bool to_vehicle = false;
10517 // Destination relative to the player
10518 const tripoint relative_destination{};
10519
10521 target_items,
10522 quantities,
10523 to_vehicle,
10524 relative_destination
10525 ) ) );
10526}

References Character::assign_activity(), map::i_at(), LIQUID, m, and u.

Referenced by vertical_move(), and walk_move().

◆ stats()

stats_tracker & game::stats ( )

Definition at line 2882 of file game.cpp.

2883{
2884 return *stats_tracker_ptr;
2885}

References stats_tracker_ptr.

Referenced by death_screen(), handle_action(), setup(), and win().

◆ swap_critters()

bool game::swap_critters ( Creature a,
Creature b 
)

Swaps positions of two creatures.

Definition at line 4907 of file game.cpp.

4908{
4909 if( &a == &b ) {
4910 // No need to do anything, but print a debugmsg anyway
4911 debugmsg( "Tried to swap %s with itself", a.disp_name() );
4912 return true;
4913 }
4914 if( critter_at( a.pos() ) != &a ) {
4915 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4916 b.disp_name(), critter_at( a.pos() )->disp_name() );
4917 return false;
4918 }
4919 if( critter_at( b.pos() ) != &b ) {
4920 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4921 a.disp_name(), critter_at( b.pos() )->disp_name() );
4922 return false;
4923 }
4924 // Simplify by "sorting" the arguments
4925 // Only the first argument can be u
4926 // If swapping player/npc with a monster, monster is second
4927 bool a_first = a.is_player() ||
4928 ( a.is_npc() && !b.is_player() );
4929 Creature &first = a_first ? a : b;
4930 Creature &second = a_first ? b : a;
4931 // Possible options:
4932 // both first and second are monsters
4933 // second is a monster, first is a player or an npc
4934 // first is a player, second is an npc
4935 // both first and second are npcs
4936 if( first.is_monster() ) {
4937 monster *m1 = dynamic_cast< monster * >( &first );
4938 monster *m2 = dynamic_cast< monster * >( &second );
4939 if( m1 == nullptr || m2 == nullptr || m1 == m2 ) {
4940 debugmsg( "Couldn't swap two monsters" );
4941 return false;
4942 }
4943
4944 critter_tracker->swap_positions( *m1, *m2 );
4945 return true;
4946 }
4947
4948 player *u_or_npc = dynamic_cast< player * >( &first );
4949 player *other_npc = dynamic_cast< player * >( &second );
4950
4951 if( u_or_npc->in_vehicle ) {
4952 m.unboard_vehicle( u_or_npc->pos() );
4953 }
4954
4955 if( other_npc && other_npc->in_vehicle ) {
4956 m.unboard_vehicle( other_npc->pos() );
4957 }
4958
4959 tripoint temp = second.pos();
4960 second.setpos( first.pos() );
4961
4962 if( first.is_player() ) {
4963 walk_move( temp );
4964 } else {
4965 first.setpos( temp );
4966 if( m.veh_at( u_or_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4967 m.board_vehicle( u_or_npc->pos(), u_or_npc );
4968 }
4969 }
4970
4971 if( other_npc && m.veh_at( other_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4972 m.board_vehicle( other_npc->pos(), other_npc );
4973 }
4974 return true;
4975}
virtual bool is_monster() const
Definition: creature.h:101
virtual bool is_player() const
Definition: creature.h:92
virtual void setpos(const tripoint &pos)=0
bool walk_move(const tripoint &dest, bool via_ramp=false)
Definition: game.cpp:8872
constexpr double a
Definition: magic.cpp:1030
constexpr double b
Definition: magic.cpp:1031
@ VPFLAG_BOARDABLE
Definition: veh_type.h:39

References a, b, map::board_vehicle(), critter_at(), critter_tracker, debugmsg, Character::in_vehicle, Creature::is_monster(), Creature::is_player(), m, optional_vpart_position::part_with_feature(), Creature::pos(), Character::pos(), second, Creature::setpos(), map::unboard_vehicle(), map::veh_at(), VPFLAG_BOARDABLE, and walk_move().

Referenced by npc_menu().

◆ take_screenshot() [1/2]

bool game::take_screenshot ( ) const

Saves a screenshot of the current viewport, as a PNG file.

Filesystem location is derived from the current world and character.

Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7263 of file game.cpp.

7264{
7265 popup( _( "This binary was not compiled with tiles support." ) );
7266 return false;
7267}

References _, and popup().

Referenced by do_turn().

◆ take_screenshot() [2/2]

bool game::take_screenshot ( const std::string &  file_path) const

Saves a screenshot of the current viewport, as a PNG file, to the given location.

Parameters
file_pathA full path to the file where the screenshot should be saved.
Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7257 of file game.cpp.

7258{
7259 popup( _( "This binary was not compiled with tiles support." ) );
7260 return false;
7261}

References _, and popup().

◆ temp_exit_fullscreen()

void game::temp_exit_fullscreen ( )

Definition at line 553 of file game.cpp.

554{
555 if( fullscreen ) {
556 was_fullscreen = true;
558 } else {
559 was_fullscreen = false;
560 }
561}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ toggle_debug_hour_timer()

void game::toggle_debug_hour_timer ( )

Definition at line 11301 of file game.cpp.

11302{
11304}

References game::debug_hour_timer::toggle().

Referenced by handle_action(), and look_around().

◆ toggle_fullscreen()

void game::toggle_fullscreen ( )

Definition at line 506 of file game.cpp.

507{
508#if !defined(TILES)
511#else
512 toggle_fullscreen_window();
513#endif
514}

References fullscreen, and mark_main_ui_adaptor_resize().

Referenced by handle_action(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ toggle_gate()

void game::toggle_gate ( const tripoint p)

Definition at line 5256 of file game.cpp.

5257{
5258 gates::toggle_gate( p, u );
5259}
void toggle_gate(const tripoint &pos, player &p)
opens/closes the gate via player's activity
Definition: gates.cpp:236

References gates::toggle_gate(), and u.

◆ toggle_pixel_minimap()

void game::toggle_pixel_minimap ( )

Definition at line 516 of file game.cpp.

517{
518#if defined(TILES)
520 clear_window_area( w_pixel_minimap );
521 }
524#endif // TILES
525}

References mark_main_ui_adaptor_resize(), pixel_minimap_option, and w_pixel_minimap.

Referenced by handle_action(), and look_around().

◆ try_get_left_click_action()

bool game::try_get_left_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2402 of file game.cpp.

2403{
2404 bool new_destination = true;
2405 if( !destination_preview.empty() ) {
2406 auto &final_destination = destination_preview.back();
2407 if( final_destination.x == mouse_target.x && final_destination.y == mouse_target.y ) {
2408 // Second click
2409 new_destination = false;
2411 destination_preview.clear();
2413 if( act == ACTION_NULL ) {
2414 // Something went wrong
2416 return false;
2417 }
2418 }
2419 }
2420
2421 if( new_destination ) {
2423 u.get_path_avoid() );
2424 return false;
2425 }
2426
2427 return true;
2428}

References act, ACTION_NULL, Character::clear_destination(), destination_preview, Character::get_next_auto_move_direction(), Character::get_path_avoid(), Character::get_pathfinding_settings(), m, Character::pos(), map::route(), Character::set_destination(), u, tripoint::x, and tripoint::y.

Referenced by handle_action().

◆ try_get_right_click_action()

bool game::try_get_right_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2430 of file game.cpp.

2431{
2432 const bool cleared_destination = !destination_preview.empty();
2434 destination_preview.clear();
2435
2436 if( cleared_destination ) {
2437 // Produce no-op if auto-move had just been cleared on this action
2438 // e.g. from a previous single left mouse click. This has the effect
2439 // of right-click canceling an auto-move before it is initiated.
2440 return false;
2441 }
2442
2443 const bool is_adjacent = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 1;
2444 const bool is_self = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 0;
2445 if( const monster *const mon = critter_at<monster>( mouse_target ) ) {
2446 if( !u.sees( *mon ) ) {
2447 add_msg( _( "Nothing relevant here." ) );
2448 return false;
2449 }
2450
2451 if( !u.weapon.is_gun() ) {
2452 add_msg( m_info, _( "You are not wielding a ranged weapon." ) );
2453 return false;
2454 }
2455
2456 // TODO: Add weapon range check. This requires weapon to be reloaded.
2457
2458 act = ACTION_FIRE;
2459 } else if( is_adjacent &&
2460 m.close_door( tripoint( mouse_target.xy(), u.posz() ), !m.is_outside( u.pos() ),
2461 true ) ) {
2462 act = ACTION_CLOSE;
2463 } else if( is_self ) {
2465 } else if( is_adjacent ) {
2467 } else {
2468 add_msg( _( "Nothing relevant here." ) );
2469 return false;
2470 }
2471
2472 return true;
2473}
bool close_door(const tripoint &p, bool inside, bool check_only)
Definition: map.cpp:3963
static bool is_adjacent(const monster &z, const Creature &target)

References _, act, ACTION_CLOSE, ACTION_EXAMINE, ACTION_FIRE, ACTION_PICKUP, add_msg(), Character::clear_destination(), map::close_door(), destination_preview, is_adjacent(), item::is_gun(), map::is_outside(), m, m_info, Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::sees(), square_dist(), u, Character::weapon, and tripoint::xy().

Referenced by handle_action().

◆ unload_npcs()

void game::unload_npcs ( )
private

Unloads all NPCs.

If you call this you must later call load_npcs, lest caches get rather confused. The tests used to call this a lot when they shouldn't. It is now private to reduce the chance of similar problems in the future.

Definition at line 968 of file game.cpp.

969{
970 for( const auto &npc : active_npc ) {
971 npc->on_unload();
972 }
973
974 active_npc.clear();
975}
void on_unload()
Do some cleanup and caching as npc is being unloaded from map.
Definition: npc.cpp:2645

References active_npc, and npc::on_unload().

Referenced by place_player_overmap(), and reload_npcs().

◆ unserialize()

void game::unserialize ( std::istream &  fin)

Definition at line 167 of file savegame.cpp.

168{
169 chkversion( fin );
170 int tmpturn = 0;
171 int tmpcalstart = 0;
172 int tmprun = 0;
173 tripoint lev;
174 point com;
175 JsonIn jsin( fin );
176 try {
177 JsonObject data = jsin.get_object();
178
179 data.read( "turn", tmpturn );
180 data.read( "calendar_start", tmpcalstart );
182 calendar_config._initial_season = static_cast<season_type>( data.get_int( "initial_season",
183 static_cast<int>( SPRING ) ) );
184 // 0.E stable
185 if( savegame_loading_version < 26 ) {
186 tmpturn *= 6;
187 tmpcalstart *= 6;
188 }
191 tmpcalstart );
192
193 if( !data.read( "game_start", calendar_config._start_of_game ) ) {
195 }
196
197 data.read( "auto_travel_mode", auto_travel_mode );
198 data.read( "run_mode", tmprun );
199 data.read( "mostseen", mostseen );
200 data.read( "levx", lev.x );
201 data.read( "levy", lev.y );
202 data.read( "levz", lev.z );
203 data.read( "om_x", com.x );
204 data.read( "om_y", com.y );
205
206 load_map(
207 tripoint( lev.x + com.x * OMAPX * 2, lev.y + com.y * OMAPY * 2, lev.z ),
208 /*pump_events=*/true
209 );
210
211 safe_mode = static_cast<safe_mode_type>( tmprun );
212 if( get_option<bool>( "SAFEMODE" ) && safe_mode == SAFE_MODE_OFF ) {
214 }
215
216 std::string linebuff;
217 std::string linebuf;
218 if( data.read( "grscent", linebuf ) && data.read( "typescent", linebuff ) ) {
219 scent.deserialize( linebuf );
220 scent.deserialize( linebuff, true );
221 } else {
222 scent.reset();
223 }
224 data.read( "active_monsters", *critter_tracker );
225
226 coming_to_stairs.clear();
227 for( auto elem : data.get_array( "stair_monsters" ) ) {
228 monster stairtmp;
229 elem.read( stairtmp );
230 coming_to_stairs.push_back( stairtmp );
231 }
232
233 if( data.has_object( "kill_tracker" ) ) {
234 data.read( "kill_tracker", *kill_tracker_ptr );
235 } else {
236 // Legacy support for when kills were stored directly in game
237 std::map<mtype_id, int> kills;
238 std::vector<std::string> npc_kills;
239 for( const JsonMember member : data.get_object( "kills" ) ) {
240 kills[mtype_id( member.name() )] = member.get_int();
241 }
242
243 for( const std::string npc_name : data.get_array( "npc_kills" ) ) {
244 npc_kills.push_back( npc_name );
245 }
246
247 kill_tracker_ptr->reset( kills, npc_kills );
248 }
249
250 data.read( "player", u );
252 data.read( "stats_tracker", *stats_tracker_ptr );
253 data.read( "achievements_tracker", *achievements_tracker_ptr );
254 data.read( "token_provider", token_provider_ptr );
256 Messages::deserialize( data );
257
258 } catch( const JsonError &jsonerr ) {
259 debugmsg( "Bad save json\n%s", jsonerr.c_str() );
260 return;
261 }
262}
season_type
Real world seasons.
Definition: calendar.h:17
Represents a member of a JsonObject.
Definition: json.h:1249
JsonObject get_object(const std::string &name) const
Definition: json.cpp:361
bool has_object(const std::string &name) const
Definition: json.cpp:425
JsonArray get_array(const std::string &name) const
Definition: json.cpp:332
int get_int(const std::string &name) const
Definition: json.cpp:282
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:944
void deserialize(const std::string &data, bool is_type=false)
Definition: savegame.cpp:264
safe_mode_type
Definition: game.h:76
static constexpr int OMAPY
static constexpr int OMAPX
Size of the overmap.
void deserialize(const JsonObject &json)
Definition: messages.cpp:330
std::string member
Definition: mapgen.cpp:407
static void chkversion(std::istream &fin)
Definition: savegame.cpp:148
int savegame_loading_version
Definition: savegame.cpp:64

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, JsonError::c_str(), chkversion(), coming_to_stairs, calendar::config, critter_tracker, debugmsg, Messages::deserialize(), scent_map::deserialize(), time_duration::from_turns(), JsonObject::get_array(), JsonObject::get_int(), JsonIn::get_object(), JsonObject::get_object(), JsonObject::has_object(), inp_mngr, kill_tracker_ptr, load_map(), mapgen_defer::member, mostseen, mtype_id, OMAPX, OMAPY, input_manager::pump_events(), JsonObject::read(), scent_map::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, savegame_loading_version, scent, SPRING, stats_tracker_ptr, token_provider_ptr, calendar::turn, calendar::turn_zero, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by load().

◆ unserialize_master()

void game::unserialize_master ( std::istream &  fin)

Definition at line 1193 of file savegame.cpp.

1194{
1196 chkversion( fin );
1197 if( savegame_loading_version < 11 ) {
1198 std::unique_ptr<static_popup>popup = std::make_unique<static_popup>();
1199 popup->message(
1200 _( "Cannot find loader for save data in old version %d, attempting to load as current version %d." ),
1204 }
1205 try {
1206 // single-pass parsing example
1207 JsonIn jsin( fin );
1208 jsin.start_object();
1209 while( !jsin.end_object() ) {
1210 std::string name = jsin.get_member_name();
1211 if( name == "next_mission_id" ) {
1212 next_mission_id = jsin.get_int();
1213 } else if( name == "next_npc_id" ) {
1214 next_npc_id.deserialize( jsin );
1215 } else if( name == "active_missions" ) {
1217 } else if( name == "factions" ) {
1218 jsin.read( *faction_manager_ptr );
1219 } else if( name == "seed" ) {
1220 jsin.read( seed );
1221 } else if( name == "weather" ) {
1222 JsonObject w = jsin.get_object();
1223 w.read( "lightning", get_weather().lightning_active );
1224 } else {
1225 // silently ignore anything else
1226 jsin.skip_value();
1227 }
1228 }
1229 } catch( const JsonError &e ) {
1230 debugmsg( "error loading %s: %s", SAVE_MASTER, e.c_str() );
1231 }
1232}
void deserialize(JsonIn &)
static void unserialize_all(JsonIn &jsin)
Definition: savegame.cpp:1183

References _, JsonError::c_str(), chkversion(), debugmsg, character_id::deserialize(), JsonIn::end_object(), faction_manager_ptr, JsonIn::get_int(), JsonIn::get_member_name(), JsonIn::get_object(), get_weather, om_direction::name(), next_mission_id, next_npc_id, popup(), JsonIn::read(), JsonObject::read(), ui_manager::redraw(), refresh_display(), SAVE_MASTER(), savegame_loading_version, savegame_version, seed, JsonIn::skip_value(), JsonIn::start_object(), and mission::unserialize_all().

Referenced by load_master().

◆ update_map() [1/2]

point game::update_map ( int &  x,
int &  y 
)

Definition at line 10761 of file game.cpp.

10762{
10763 point shift;
10764
10765 while( x < HALF_MAPSIZE_X ) {
10766 x += SEEX;
10767 shift.x--;
10768 }
10769 while( x >= HALF_MAPSIZE_X + SEEX ) {
10770 x -= SEEX;
10771 shift.x++;
10772 }
10773 while( y < HALF_MAPSIZE_Y ) {
10774 y += SEEY;
10775 shift.y--;
10776 }
10777 while( y >= HALF_MAPSIZE_Y + SEEY ) {
10778 y -= SEEY;
10779 shift.y++;
10780 }
10781
10782 if( shift == point_zero ) {
10783 // adjust player position
10784 u.setpos( tripoint( x, y, get_levz() ) );
10785 // Update what parts of the world map we can see
10786 // We need this call because even if the map hasn't shifted we may have changed z-level and can now see farther
10787 // TODO: only make this call if we changed z-level
10789 // Not actually shifting the submaps, all the stuff below would do nothing
10790 return point_zero;
10791 }
10792
10793 // this handles loading/unloading submaps that have scrolled on or off the viewport
10794 // NOLINTNEXTLINE(cata-use-named-point-constants)
10795 inclusive_rectangle<point> size_1( point( -1, -1 ), point( 1, 1 ) );
10796 point remaining_shift = shift;
10797 while( remaining_shift != point_zero ) {
10798 point this_shift = clamp( remaining_shift, size_1 );
10799 m.shift( this_shift );
10800 remaining_shift -= this_shift;
10801 }
10802
10803 grid_tracker_ptr->load( m );
10804
10805 // Shift monsters
10806 shift_monsters( tripoint( shift, 0 ) );
10807 const point shift_ms = sm_to_ms_copy( shift );
10808 u.shift_destination( -shift_ms );
10809
10810 // Shift NPCs
10811 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
10812 ( *it )->shift( shift );
10813 if( ( *it )->posx() < 0 - SEEX * 2 || ( *it )->posy() < 0 - SEEX * 2 ||
10814 ( *it )->posx() > SEEX * ( MAPSIZE + 2 ) || ( *it )->posy() > SEEY * ( MAPSIZE + 2 ) ) {
10815 //Remove the npc from the active list. It remains in the overmap list.
10816 ( *it )->on_unload();
10817 it = active_npc.erase( it );
10818 } else {
10819 it++;
10820 }
10821 }
10822
10823 scent.shift( shift_ms );
10824
10825 // Also ensure the player is on current z-level
10826 // get_levz() should later be removed, when there is no longer such a thing
10827 // as "current z-level"
10828 u.setpos( tripoint( x, y, get_levz() ) );
10829
10830 // Only do the loading after all coordinates have been shifted.
10831
10832 // Check for overmap saved npcs that should now come into view.
10833 // Put those in the active list.
10834 load_npcs();
10835
10836 // Make sure map cache is consistent since it may have shifted.
10837 if( m.has_zlevels() ) {
10838 for( int zlev = -OVERMAP_DEPTH; zlev <= OVERMAP_HEIGHT; ++zlev ) {
10839 m.invalidate_map_cache( zlev );
10840 }
10841 } else {
10843 }
10845
10846 // Spawn monsters if appropriate
10847 // This call will generate new monsters in addition to loading, so it's placed after NPC loading
10848 m.spawn_monsters( false ); // Static monsters
10849
10850 // Update what parts of the world map we can see
10852
10853 return shift;
10854}
void shift_destination(const point &shift)
void shift_monsters(const tripoint &shift)
Shift all active monsters, the shift vector is the number of shifted submaps.
Definition: game.cpp:11130
void shift(const point &s)
Shift the map along the vector s.
Definition: map.cpp:6767
void shift(const point &sm_shift)
Definition: scent_map.cpp:82
point sm_to_ms_copy(const point &p)
static constexpr int HALF_MAPSIZE_Y
static constexpr int HALF_MAPSIZE_X

References active_npc, map::build_map_cache(), clamp(), get_levz(), grid_tracker_ptr, HALF_MAPSIZE_X, HALF_MAPSIZE_Y, map::has_zlevels(), map::invalidate_map_cache(), load_npcs(), m, MAPSIZE, OVERMAP_DEPTH, OVERMAP_HEIGHT, point_zero, scent, SEEX, SEEY, Character::setpos(), map::shift(), scent_map::shift(), Character::shift_destination(), shift_monsters(), sm_to_ms_copy(), map::spawn_monsters(), u, update_overmap_seen(), point::x, and point::y.

◆ update_map() [2/2]

point game::update_map ( player p)

Definition at line 10755 of file game.cpp.

10756{
10757 point p2( p.posx(), p.posy() );
10758 return update_map( p2.x, p2.y );
10759}

References Character::posx(), Character::posy(), update_map(), point::x, and point::y.

Referenced by fling_creature(), load(), place_player(), start_game(), update_map(), and vertical_move().

◆ update_overmap_seen()

void game::update_overmap_seen ( )

Definition at line 10856 of file game.cpp.

10857{
10858 const tripoint_abs_omt ompos = u.global_omt_location();
10859 const int dist = u.overmap_sight_range( light_level( u.posz() ) );
10860 const int dist_squared = dist * dist;
10861 // We can always see where we're standing
10862 overmap_buffer.set_seen( ompos, true );
10863 for( const tripoint_abs_omt &p : points_in_radius( ompos, dist ) ) {
10864 const point_rel_omt delta = p.xy() - ompos.xy();
10865 const int h_squared = delta.x() * delta.x() + delta.y() * delta.y();
10866 if( trigdist && h_squared > dist_squared ) {
10867 continue;
10868 }
10869 if( delta == point_rel_omt() ) {
10870 // 1. This case is already handled outside of the loop
10871 // 2. Calculating multiplier would cause division by zero
10872 continue;
10873 }
10874 // If circular distances are enabled, scale overmap distances by the diagonality of the sight line.
10875 point abs_delta = delta.raw().abs();
10876 int max_delta = std::max( abs_delta.x, abs_delta.y );
10877 const float multiplier = trigdist ? std::sqrt( h_squared ) / max_delta : 1;
10878 const std::vector<tripoint_abs_omt> line = line_to( ompos, p );
10879 float sight_points = dist;
10880 for( auto it = line.begin();
10881 it != line.end() && sight_points >= 0; ++it ) {
10882 const oter_id &ter = overmap_buffer.ter( *it );
10883 sight_points -= static_cast<int>( ter->get_see_cost() ) * multiplier;
10884 }
10885 if( sight_points >= 0 ) {
10886 tripoint_abs_omt seen( p );
10887 do {
10888 overmap_buffer.set_seen( seen, true );
10889 --seen.z();
10890 } while( seen.z() >= 0 );
10891 }
10892 }
10893}
bool trigdist
Circular distances.
int overmap_sight_range(int light_level) const
Returns the distance the player can see on the overmap.
Definition: character.cpp:771
constexpr Point & raw()
Definition: coordinates.h:111
void set_seen(const tripoint_abs_omt &p, bool seen=true)
coords::coord_point< point, coords::origin::relative, coords::omt > point_rel_omt
Definition: coordinates.h:478
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
unsigned char get_see_cost() const
Definition: omdata.h:230

References oter_t::get_see_cost(), Character::global_omt_location(), light_level(), line(), line_to(), overmap_buffer, Character::overmap_sight_range(), points_in_radius(), Character::posz(), coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::set_seen(), overmapbuffer::ter(), trigdist, u, coords::coord_point< Point, Origin, Scale >::x(), point::x, coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), point::y, and coords::coord_point< Point, Origin, Scale >::z().

Referenced by place_player_overmap(), and update_map().

◆ update_stair_monsters()

void game::update_stair_monsters ( )
private
Dodge reduces chance of being downed when pushed off the stairs

Definition at line 10908 of file game.cpp.

10909{
10910 // Search for the stairs closest to the player.
10911 std::vector<int> stairx;
10912 std::vector<int> stairy;
10913 std::vector<int> stairdist;
10914
10915 const bool from_below = monstairz < get_levz();
10916
10917 if( coming_to_stairs.empty() ) {
10918 return;
10919 }
10920
10921 if( m.has_zlevels() ) {
10922 debugmsg( "%d monsters coming to stairs on a map with z-levels",
10923 coming_to_stairs.size() );
10924 coming_to_stairs.clear();
10925 }
10926
10927 for( const tripoint &dest : m.points_on_zlevel( u.posz() ) ) {
10928 if( ( from_below && m.has_flag( "GOES_DOWN", dest ) ) ||
10929 ( !from_below && m.has_flag( "GOES_UP", dest ) ) ) {
10930 stairx.push_back( dest.x );
10931 stairy.push_back( dest.y );
10932 stairdist.push_back( rl_dist( dest, u.pos() ) );
10933 }
10934 }
10935 if( stairdist.empty() ) {
10936 return; // Found no stairs?
10937 }
10938
10939 // Find closest stairs.
10940 size_t si = 0;
10941 for( size_t i = 0; i < stairdist.size(); i++ ) {
10942 if( stairdist[i] < stairdist[si] ) {
10943 si = i;
10944 }
10945 }
10946
10947 // Find up to 4 stairs for distance stairdist[si] +1
10948 std::vector<int> nearest;
10949 nearest.push_back( si );
10950 for( size_t i = 0; i < stairdist.size() && nearest.size() < 4; i++ ) {
10951 if( ( i != si ) && ( stairdist[i] <= stairdist[si] + 1 ) ) {
10952 nearest.push_back( i );
10953 }
10954 }
10955 // Randomize the stair choice
10956 si = random_entry_ref( nearest );
10957
10958 // Attempt to spawn zombies.
10959 for( size_t i = 0; i < coming_to_stairs.size(); i++ ) {
10960 point mpos( stairx[si], stairy[si] );
10961 monster &critter = coming_to_stairs[i];
10962 const tripoint dest {
10963 mpos, g->get_levz()
10964 };
10965
10966 // We might be not be visible.
10967 if( ( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
10968 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
10969 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
10970 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) ) {
10971 continue;
10972 }
10973
10974 critter.staircount -= 4;
10975 // Let the player know zombies are trying to come.
10976 if( u.sees( dest ) ) {
10977 std::string dump;
10978 if( critter.staircount > 4 ) {
10979 dump += string_format( _( "You see a %s on the stairs" ), critter.name() );
10980 } else {
10981 if( critter.staircount > 0 ) {
10982 dump += ( from_below ?
10983 //~ The <monster> is almost at the <bottom/top> of the <terrain type>!
10984 string_format( _( "The %1$s is almost at the top of the %2$s!" ),
10985 critter.name(),
10986 m.tername( dest ) ) :
10987 string_format( _( "The %1$s is almost at the bottom of the %2$s!" ),
10988 critter.name(),
10989 m.tername( dest ) ) );
10990 }
10991 }
10992
10993 add_msg( m_warning, dump );
10994 } else {
10996 _( "a sound nearby from the stairs!" ), true, "misc", "stairs_movement" );
10997 }
10998
10999 if( critter.staircount > 0 ) {
11000 continue;
11001 }
11002
11003 if( is_empty( dest ) ) {
11004 critter.spawn( dest );
11005 critter.staircount = 0;
11006 place_critter_at( make_shared_fast<monster>( critter ), dest );
11007 if( u.sees( dest ) ) {
11008 if( !from_below ) {
11009 add_msg( m_warning, _( "The %1$s comes down the %2$s!" ),
11010 critter.name(),
11011 m.tername( dest ) );
11012 } else {
11013 add_msg( m_warning, _( "The %1$s comes up the %2$s!" ),
11014 critter.name(),
11015 m.tername( dest ) );
11016 }
11017 }
11018 coming_to_stairs.erase( coming_to_stairs.begin() + i );
11019 continue;
11020 } else if( u.pos() == dest ) {
11021 // Monster attempts to push player of stairs
11023 int tries = 0;
11024
11025 // the critter is now right on top of you and will attack unless
11026 // it can find a square to push you into with one of his tries.
11027 const int creature_push_attempts = 9;
11028 const int player_throw_resist_chance = 3;
11029
11030 critter.spawn( dest );
11031 while( tries < creature_push_attempts ) {
11032 tries++;
11033 push.x = rng( -1, 1 );
11034 push.y = rng( -1, 1 );
11035 point ipos( mpos + push );
11036 tripoint pos( ipos, get_levz() );
11037 if( ( push.x != 0 || push.y != 0 ) && !critter_at( pos ) &&
11038 critter.can_move_to( pos ) ) {
11039 bool resiststhrow = ( u.is_throw_immune() ) ||
11041 if( resiststhrow && one_in( player_throw_resist_chance ) ) {
11042 u.moves -= 25; // small charge for avoiding the push altogether
11043 add_msg( _( "The %s fails to push you back!" ),
11044 critter.name() );
11045 return; //judo or leg brace prevent you from getting pushed at all
11046 }
11047 // Not accounting for tentacles latching on, so..
11048 // Something is about to happen, lets charge half a move
11049 u.moves -= 50;
11050 if( resiststhrow && ( u.is_throw_immune() ) ) {
11051 //we have a judoka who isn't getting pushed but counterattacking now.
11052 mattack::thrown_by_judo( &critter );
11053 return;
11054 }
11055 std::string msg;
11056 ///\EFFECT_DODGE reduces chance of being downed when pushed off the stairs
11057 if( !( resiststhrow ) && ( u.get_dodge() + rng( 0, 3 ) < 12 ) ) {
11058 // dodge 12 - never get downed
11059 // 11.. avoid 75%; 10.. avoid 50%; 9.. avoid 25%
11060 u.add_effect( effect_downed, 2_turns );
11061 msg = _( "The %s pushed you back hard!" );
11062 } else {
11063 msg = _( "The %s pushed you back!" );
11064 }
11065 add_msg( m_warning, msg.c_str(), critter.name() );
11066 u.setx( u.posx() + push.x );
11067 u.sety( u.posy() + push.y );
11068 return;
11069 }
11070 }
11072 _( "The %s tried to push you back but failed! It attacks you!" ),
11073 critter.name() );
11074 critter.melee_attack( u );
11075 u.moves -= 50;
11076 return;
11077 } else if( monster *const mon_ptr = critter_at<monster>( dest ) ) {
11078 // Monster attempts to displace a monster from the stairs
11079 monster &other = *mon_ptr;
11080 critter.spawn( dest );
11081
11082 // the critter is now right on top of another and will push it
11083 // if it can find a square to push it into inside of his tries.
11084 const int creature_push_attempts = 9;
11085 const int creature_throw_resist = 4;
11086
11087 int tries = 0;
11088 point push2;
11089 while( tries < creature_push_attempts ) {
11090 tries++;
11091 push2.x = rng( -1, 1 );
11092 push2.y = rng( -1, 1 );
11093 point ipos2( mpos + push2 );
11094 tripoint pos( ipos2, get_levz() );
11095 if( ( push2.x == 0 && push2.y == 0 ) || ( ( ipos2.x == u.posx() ) && ( ipos2.y == u.posy() ) ) ) {
11096 continue;
11097 }
11098 if( !critter_at( pos ) && other.can_move_to( pos ) ) {
11099 other.setpos( tripoint( ipos2, get_levz() ) );
11100 other.moves -= 50;
11101 std::string msg;
11102 if( one_in( creature_throw_resist ) ) {
11103 other.add_effect( effect_downed, 2_turns );
11104 msg = _( "The %1$s pushed the %2$s hard." );
11105 } else {
11106 msg = _( "The %1$s pushed the %2$s." );
11107 }
11108 add_msg( m_neutral, msg, critter.name(), other.name() );
11109 return;
11110 }
11111 }
11112 return;
11113 }
11114 }
11115}
void setx(int x)
Definition: character.h:788
void sety(int y)
Definition: character.h:791
bool is_throw_immune() const
Returns true if the player is immune to throws.
float get_dodge() const override
Definition: melee.cpp:812
int monstairz
Definition: game.h:1010
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8626
bool can_move_to(const tripoint &p) const
Checks whether we can move to/through p.
Definition: monmove.cpp:258
int posy() const override
Definition: monster.h:501
void melee_attack(Creature &target)
Definition: monster.cpp:1389
int staircount
Definition: monster.h:512
void spawn(const tripoint &p)
Definition: monster.cpp:482
int posx() const override
Definition: monster.h:498
bool thrown_by_judo(monster *z)
Definition: monattack.cpp:4672
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149

References _, Creature::add_effect(), add_msg(), monster::can_move_to(), coming_to_stairs, critter_at(), debugmsg, effect_downed, g, Character::get_dodge(), get_levz(), map::has_flag(), Character::has_trait(), map::has_zlevels(), is_empty(), Character::is_throw_immune(), m, m_neutral, m_warning, MAPSIZE_X, MAPSIZE_Y, monster::melee_attack(), monstairz, sounds::movement, Creature::moves, monster::name(), one_in(), other, place_critter_at(), point_north_west, map::points_on_zlevel(), Character::pos(), Character::posx(), monster::posx(), Character::posy(), monster::posy(), Character::posz(), monexamine::push(), random_entry_ref(), rl_dist(), rng(), Character::sees(), Character::setx(), Character::sety(), sounds::sound(), monster::spawn(), monster::staircount, string_format(), map::tername(), mattack::thrown_by_judo(), trait_LEG_TENT_BRACE, u, point::x, and point::y.

Referenced by do_turn(), and vertical_move().

◆ update_zombie_pos()

bool game::update_zombie_pos ( const monster critter,
const tripoint pos 
)

Redirects to the creature_tracker update_pos() function.

Definition at line 4857 of file game.cpp.

4858{
4859 return critter_tracker->update_pos( critter, pos );
4860}

References critter_tracker.

◆ use_computer()

void game::use_computer ( const tripoint p)

Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.

Definition at line 4640 of file game.cpp.

4641{
4642 if( u.has_trait( trait_id( "ILLITERATE" ) ) ) {
4643 add_msg( m_info, _( "You can not read a computer screen!" ) );
4644 return;
4645 }
4646 if( u.is_blind() ) {
4647 // we don't have screen readers in game
4648 add_msg( m_info, _( "You can not see a computer screen!" ) );
4649 return;
4650 }
4651 if( u.has_trait( trait_id( "HYPEROPIC" ) ) && !u.worn_with_flag( "FIX_FARSIGHT" ) &&
4652 !u.has_effect( effect_contacts ) && !u.has_bionic( bionic_id( "bio_eye_optic" ) ) ) {
4653 add_msg( m_info, _( "You'll need to put on reading glasses before you can see the screen." ) );
4654 return;
4655 }
4656
4657 computer *used = m.computer_at( p );
4658
4659 if( used == nullptr ) {
4660 if( m.has_flag( "CONSOLE", p ) ) { //Console without map data
4661 add_msg( m_bad, _( "The console doesn't display anything coherent." ) );
4662 } else {
4663 debugmsg( "Tried to use computer at %s - none there", p.to_string() );
4664 }
4665 return;
4666 }
4667
4668 computer_session( *used ).use();
4669}
void use()
Handles player use of a computer.
computer * computer_at(const tripoint &p)
Definition: map.cpp:5542
static const efftype_id effect_contacts("contacts")

References _, add_msg(), map::computer_at(), debugmsg, effect_contacts, Character::has_bionic(), Creature::has_effect(), map::has_flag(), Character::has_trait(), Character::is_blind(), m, m_bad, m_info, tripoint::to_string(), u, computer_session::use(), and Character::worn_with_flag().

Referenced by examine().

◆ validate_camps()

void game::validate_camps ( )

validate camps to ensure they are on the overmap list

Definition at line 2062 of file game.cpp.

2063{
2064 basecamp camp = m.hoist_submap_camp( u.pos() );
2065 if( camp.is_valid() ) {
2066 overmap_buffer.add_camp( camp );
2068 } else if( camp.camp_omt_pos() != tripoint_abs_omt() ) {
2069 std::string camp_name = _( "Faction Camp" );
2070 camp.set_name( camp_name );
2071 overmap_buffer.add_camp( camp );
2073 }
2074}
bool is_valid() const
Definition: basecamp.h:125
void set_name(const std::string &new_name)
Definition: basecamp.cpp:575
tripoint_abs_omt camp_omt_pos() const
Definition: basecamp.h:134
basecamp hoist_submap_camp(const tripoint &p)
Definition: map.cpp:5573
void remove_submap_camp(const tripoint &)
Definition: map.cpp:5568
void add_camp(const basecamp &camp)
Add Basecamp to overmapbuffer.

References _, overmapbuffer::add_camp(), basecamp::camp_omt_pos(), map::hoist_submap_camp(), basecamp::is_valid(), m, overmap_buffer, Character::pos(), map::remove_submap_camp(), basecamp::set_name(), and u.

Referenced by load().

◆ validate_linked_vehicles()

void game::validate_linked_vehicles ( )

validate towed vehicles so they get linked up again after a load

Definition at line 2004 of file game.cpp.

2005{
2006 for( auto &veh : m.get_vehicles() ) {
2007 vehicle *v = veh.v;
2010 if( other_v ) {
2011 // the other vehicle is towing us.
2012 v->tow_data.set_towing( other_v, v );
2014 }
2015 }
2016 }
2017}
tripoint other_towing_point
Definition: vehicle.h:167
bool set_towing(vehicle *tower_veh, vehicle *towed_veh)
Definition: vehicle.cpp:6117
towing_data tow_data
Definition: vehicle.h:1944

References map::get_vehicles(), m, towing_data::other_towing_point, towing_data::set_towing(), vehicle::tow_data, tripoint_zero, map::veh_at(), and veh_pointer_or_null().

Referenced by load().

◆ validate_mounted_npcs()

void game::validate_mounted_npcs ( )

Definition at line 2019 of file game.cpp.

2020{
2021 for( monster &m : all_monsters() ) {
2022 if( m.has_effect( effect_ridden ) && m.mounted_player_id.is_valid() ) {
2023 player *mounted_pl = g->critter_by_id<player>( m.mounted_player_id );
2024 if( !mounted_pl ) {
2025 // Target no longer valid.
2026 m.mounted_player_id = character_id();
2027 m.remove_effect( effect_ridden );
2028 continue;
2029 }
2030 mounted_pl->mounted_creature = shared_from( m );
2031 mounted_pl->setpos( m.pos() );
2032 mounted_pl->add_effect( effect_riding, 1_turns, num_bp );
2033 m.mounted_player = mounted_pl;
2034 }
2035 }
2036}

References Creature::add_effect(), all_monsters(), character_id, effect_ridden, effect_riding, g, m, Character::mounted_creature, num_bp, Character::setpos(), and shared_from().

Referenced by load(), and vertical_shift().

◆ validate_npc_followers()

void game::validate_npc_followers ( )

validate list of followers to account for overmap buffers

Definition at line 2038 of file game.cpp.

2039{
2040 // Make sure visible followers are in the list.
2041 const std::vector<npc *> visible_followers = get_npcs_if( [&]( const npc & guy ) {
2042 return guy.is_player_ally();
2043 } );
2044 for( npc *guy : visible_followers ) {
2045 update_faction_api( guy );
2046 add_npc_follower( guy->getID() );
2047 }
2048 // Make sure overmapbuffered NPC followers are in the list.
2049 for( const auto &temp_guy : overmap_buffer.get_npcs_near_player( 300 ) ) {
2050 npc *guy = temp_guy.get();
2051 if( guy->is_player_ally() ) {
2052 update_faction_api( guy );
2053 add_npc_follower( guy->getID() );
2054 }
2055 }
2056 // Make sure that serialized player followers sync up with game list
2057 for( const auto &temp_id : u.follower_ids ) {
2058 add_npc_follower( temp_id );
2059 }
2060}
void add_npc_follower(const character_id &id)
Add follower id to set of followers.
Definition: game.cpp:1984
static void update_faction_api(npc *guy)
Definition: game.cpp:1996

References add_npc_follower(), player::follower_ids, get_npcs_if(), overmapbuffer::get_npcs_near_player(), Character::getID(), npc::is_player_ally(), overmap_buffer, u, and update_faction_api().

Referenced by load().

◆ vertical_move()

void game::vertical_move ( int  z,
bool  force,
bool  peeking = false 
)

Moves the player vertically.

If force == true then they are falling. If peeking == true, forbids some exotic movement options

Strength increases breath-holding capacity while diving Dexterity increases chance of moving past monsters on stairs Dodge increases chance of moving past monsters on stairs Strength increases chance of moving past monsters on stairs Melee increases chance of moving past monsters on stairs

Definition at line 10082 of file game.cpp.

10083{
10084 if( u.is_mounted() ) {
10085 auto mons = u.mounted_creature.get();
10086 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
10087 if( !mons->check_mech_powered() ) {
10088 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
10089 mons->get_name() );
10090 return;
10091 }
10092 }
10093 }
10094
10095 // > and < are used for diving underwater.
10096 if( m.has_flag( "SWIMMABLE", u.pos() ) && m.has_flag( TFLAG_DEEP_WATER, u.pos() ) ) {
10097 if( movez == -1 ) {
10098 if( u.is_underwater() ) {
10099 add_msg( m_info, _( "You are already underwater!" ) );
10100 return;
10101 }
10102 if( u.worn_with_flag( "FLOTATION" ) ) {
10103 add_msg( m_info, _( "You can't dive while wearing a flotation device." ) );
10104 return;
10105 }
10106 u.set_underwater( true );
10107 ///\EFFECT_STR increases breath-holding capacity while diving
10108 u.oxygen = 30 + 2 * u.str_cur;
10109 add_msg( _( "You dive underwater!" ) );
10110 } else {
10111 if( u.swim_speed() < 500 || u.shoe_type_count( itype_swim_fins ) ) {
10112 u.set_underwater( false );
10113 add_msg( _( "You surface." ) );
10114 } else {
10115 add_msg( m_info, _( "You try to surface but can't!" ) );
10116 }
10117 }
10118 u.moves -= 100;
10119 return;
10120 }
10121
10122 // Force means we're going down, even if there's no staircase, etc.
10123 bool climbing = false;
10124 int move_cost = 100;
10125 tripoint stairs( u.posx(), u.posy(), u.posz() + movez );
10126 if( m.has_zlevels() && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10127 // Climbing
10128 if( m.has_floor_or_support( stairs ) ) {
10129 add_msg( m_info, _( "You can't climb here - there's a ceiling above your head." ) );
10130 return;
10131 }
10132
10133 std::vector<tripoint> pts;
10134 for( const auto &pt : m.points_in_radius( stairs, 1 ) ) {
10135 if( m.passable( pt ) &&
10136 m.has_floor_or_support( pt ) ) {
10137 pts.push_back( pt );
10138 }
10139 }
10140
10141 const int cost = map_funcs::climbing_cost( m, u.pos(), stairs );
10142
10143 if( cost == 0 ) {
10144 if( u.has_trait( trait_WEB_ROPE ) ) {
10145 if( pts.empty() ) {
10146 add_msg( m_info, _( "There is nothing above you that you can attach a web to." ) );
10147 } else if( can_use_mutation_warn( trait_WEB_ROPE, u ) ) {
10148 if( g->m.move_cost( u.pos() ) != 2 && g->m.move_cost( u.pos() ) != 3 ) {
10149 add_msg( m_info, _( "You can't spin a web rope there." ) );
10150 } else if( g->m.has_furn( u.pos() ) ) {
10151 add_msg( m_info, _( "There is already furniture at that location." ) );
10152 } else {
10153 if( query_yn( "Spin a rope and climb?" ) ) {
10154 add_msg( m_good, _( "You spin a rope of web." ) );
10155 g->m.furn_set( u.pos(), furn_str_id( "f_rope_up_web" ) );
10156 u.mod_moves( to_turns<int>( 2_seconds ) );
10158 vertical_move( movez, force, peeking );
10159 }
10160 }
10161 }
10162
10163 } else {
10164 add_msg( m_info, _( "You can't climb here - you need walls and/or furniture to brace against." ) );
10165
10166 }
10167 return;
10168
10169 }
10170
10171 if( cost <= 0 || pts.empty() ) {
10172 add_msg( m_info,
10173 _( "You can't climb here - there is no terrain above you that would support your weight." ) );
10174 return;
10175 } else {
10176 // TODO: Make it an extended action
10177 climbing = true;
10178 move_cost = cost;
10179
10181 if( !pnt ) {
10182 return;
10183 }
10184 stairs = *pnt;
10185 }
10186 }
10187
10188 if( !force && movez == -1 && !m.has_flag( "GOES_DOWN", u.pos() ) ) {
10189 add_msg( m_info, _( "You can't go down here!" ) );
10190 return;
10191 } else if( !climbing && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10192 add_msg( m_info, _( "You can't go up here!" ) );
10193 return;
10194 }
10195
10196 if( force ) {
10197 // Let go of a grabbed cart.
10198 u.grab( OBJECT_NONE );
10199 } else if( u.grab_point != tripoint_zero ) {
10200 add_msg( m_info, _( "You can't drag things up and down stairs." ) );
10201 return;
10202 }
10203
10204 // Because get_levz takes z-value from the map, it will change when vertical_shift (m.has_zlevels() == true)
10205 // is called or when the map is loaded on new z-level (== false).
10206 // This caches the z-level we start the movement on (current) and the level we're want to end.
10207 const int z_before = get_levz();
10208 const int z_after = get_levz() + movez;
10209 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10210 debugmsg( "Tried to move outside allowed range of z-levels" );
10211 return;
10212 }
10213
10214 if( !u.move_effects( false ) ) {
10215 return;
10216 }
10217
10218 // Check if there are monsters are using the stairs.
10219 bool slippedpast = false;
10220 if( !m.has_zlevels() && !coming_to_stairs.empty() && !force ) {
10221 // TODO: Allow travel if zombie couldn't reach stairs, but spawn him when we go up.
10222 add_msg( m_warning, _( "You try to use the stairs. Suddenly you are blocked by a %s!" ),
10223 coming_to_stairs[0].name() );
10224 // Roll.
10225 ///\EFFECT_DEX increases chance of moving past monsters on stairs
10226
10227 ///\EFFECT_DODGE increases chance of moving past monsters on stairs
10228 int dexroll = dice( 6, u.dex_cur + u.get_skill_level( skill_dodge ) * 2 );
10229 ///\EFFECT_STR increases chance of moving past monsters on stairs
10230
10231 ///\EFFECT_MELEE increases chance of moving past monsters on stairs
10232 int strroll = dice( 3, u.str_cur + u.get_skill_level( skill_melee ) * 1.5 );
10233 if( coming_to_stairs.size() > 4 ) {
10234 add_msg( _( "The are a lot of them on the %s!" ), m.tername( u.pos() ) );
10235 dexroll /= 4;
10236 strroll /= 2;
10237 } else if( coming_to_stairs.size() > 1 ) {
10238 add_msg( m_warning, _( "There's something else behind it!" ) );
10239 dexroll /= 2;
10240 }
10241
10242 if( dexroll < 14 || strroll < 12 ) {
10244 u.moves -= 100;
10245 return;
10246 }
10247
10248 add_msg( _( "You manage to slip past!" ) );
10249 slippedpast = true;
10250 u.moves -= 100;
10251 }
10252
10253 // Shift the map up or down
10254
10255 std::unique_ptr<map> tmp_map_ptr;
10256 if( !m.has_zlevels() ) {
10257 tmp_map_ptr = std::make_unique<map>();
10258 }
10259
10260 map &maybetmp = m.has_zlevels() ? m : *( tmp_map_ptr.get() );
10261 if( m.has_zlevels() ) {
10262 // We no longer need to shift the map here! What joy
10263 } else {
10264 maybetmp.load( tripoint( get_levx(), get_levy(), z_after ), false );
10265 }
10266
10267 // Find the corresponding staircase
10268 bool rope_ladder = false;
10269 // TODO: Remove the stairfinding, make the mapgen gen aligned maps
10270 if( !force && !climbing ) {
10271 const cata::optional<tripoint> pnt = find_or_make_stairs( maybetmp, z_after, rope_ladder, peeking );
10272 if( !pnt ) {
10273 return;
10274 }
10275 stairs = *pnt;
10276 }
10277
10278 if( !force ) {
10279 monstairz = z_before;
10280 }
10281 // Save all monsters that can reach the stairs, remove them from the tracker,
10282 // then despawn the remaining monsters. Because it's a vertical shift, all
10283 // monsters are out of the bounds of the map and will despawn.
10284 shared_ptr_fast<monster> stored_mount;
10285 if( u.is_mounted() && !m.has_zlevels() ) {
10286 // Store a *copy* of the mount, so we can remove the original monster instance
10287 // from the tracker before the map shifts.
10288 // Map shifting would otherwise just despawn the mount and would later respawn it.
10289 stored_mount = make_shared_fast<monster>( *u.mounted_creature );
10291 }
10292 if( !m.has_zlevels() ) {
10293 const tripoint to = u.pos();
10294 for( monster &critter : all_monsters() ) {
10295 // if its a ladder instead of stairs - most zombies can't climb that.
10296 // unless that have a special flag to allow them to do so.
10297 if( ( m.has_flag( "DIFFICULT_Z", u.pos() ) && !critter.climbs() ) ||
10298 critter.has_effect( effect_ridden ) ||
10299 critter.has_effect( effect_tied ) ) {
10300 continue;
10301 }
10302 int turns = critter.turns_to_reach( to.xy() );
10303 if( turns < 10 && coming_to_stairs.size() < 8 && critter.will_reach( to.xy() )
10304 && !slippedpast ) {
10305 critter.staircount = 10 + turns;
10306 critter.on_unload();
10307 coming_to_stairs.push_back( critter );
10308 remove_zombie( critter );
10309 }
10310 }
10311 auto mons = critter_tracker->find( g->u.pos() );
10312 if( mons != nullptr ) {
10313 critter_tracker->remove( *mons );
10314 }
10315 shift_monsters( tripoint( 0, 0, movez ) );
10316 }
10317
10318 std::vector<shared_ptr_fast<npc>> npcs_to_bring;
10319 std::vector<monster *> monsters_following;
10320 if( !m.has_zlevels() && std::abs( movez ) == 1 ) {
10321 std::copy_if( active_npc.begin(), active_npc.end(), back_inserter( npcs_to_bring ),
10322 [this]( const shared_ptr_fast<npc> &np ) {
10323 return np->is_walking_with() && !np->is_mounted() && !np->in_sleep_state() &&
10324 rl_dist( np->pos(), u.pos() ) < 2;
10325 } );
10326 }
10327
10328 if( m.has_zlevels() && std::abs( movez ) == 1 ) {
10329 bool ladder = m.has_flag( "DIFFICULT_Z", u.pos() );
10330 for( monster &critter : all_monsters() ) {
10331 if( ladder && !critter.climbs() ) {
10332 continue;
10333 }
10334 if( critter.attack_target() == &g->u || ( !critter.has_effect( effect_ridden ) &&
10335 critter.has_effect( effect_pet ) && critter.friendly == -1 &&
10336 !critter.has_effect( effect_tied ) ) ) {
10337 monsters_following.push_back( &critter );
10338 }
10339 }
10340 }
10341
10342 if( u.is_mounted() ) {
10343 monster *crit = u.mounted_creature.get();
10344 if( crit->has_flag( MF_RIDEABLE_MECH ) ) {
10345 crit->use_mech_power( -1 );
10346 if( u.movement_mode_is( CMM_WALK ) ) {
10347 crit->use_mech_power( -2 );
10348 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
10349 crit->use_mech_power( -1 );
10350 } else if( u.movement_mode_is( CMM_RUN ) ) {
10351 crit->use_mech_power( -3 );
10352 }
10353 }
10354 } else {
10355 u.moves -= move_cost;
10356 }
10357 for( const auto &np : npcs_to_bring ) {
10358 if( np->in_vehicle ) {
10359 m.unboard_vehicle( np->pos() );
10360 }
10361 }
10362 const tripoint old_pos = g->u.pos();
10363 point submap_shift;
10364 vertical_shift( z_after );
10365 if( !force ) {
10366 submap_shift = update_map( stairs.x, stairs.y );
10367 }
10368
10369 // if an NPC or monster is on the stiars when player ascends/descends
10370 // they may end up merged on th esame tile, do some displacement to resolve that.
10371 // if, in the weird case of it not being possible to displace;
10372 // ( how did the player even manage to approach the stairs, if so? )
10373 // then nothing terrible happens, its just weird.
10374 if( critter_at<npc>( u.pos(), true ) || critter_at<monster>( u.pos(), true ) ) {
10375 std::string crit_name;
10376 bool player_displace = false;
10378 if( displace.has_value() ) {
10379 npc *guy = g->critter_at<npc>( u.pos(), true );
10380 if( guy ) {
10381 crit_name = guy->get_name();
10382 tripoint old_pos = guy->pos();
10383 if( !guy->is_enemy() ) {
10384 guy->move_away_from( u.pos(), true );
10385 if( old_pos != guy->pos() ) {
10386 add_msg( _( "%s moves out of the way for you." ), guy->get_name() );
10387 }
10388 } else {
10389 player_displace = true;
10390 }
10391 }
10392 monster *mon = g->critter_at<monster>( u.pos(), true );
10393 // if the monster is ridden by the player or an NPC:
10394 // Dont displace them. If they are mounted by a friendly NPC,
10395 // then the NPC will already have been displaced just above.
10396 // if they are ridden by the player, we want them to coexist on same tile
10397 if( mon && !mon->mounted_player ) {
10398 crit_name = mon->get_name();
10399 if( mon->friendly == -1 ) {
10400 mon->setpos( *displace );
10401 add_msg( _( "Your %s moves out of the way for you." ), mon->get_name() );
10402 } else {
10403 player_displace = true;
10404 }
10405 }
10406 if( player_displace ) {
10407 u.setpos( *displace );
10408 u.moves -= 20;
10409 add_msg( _( "You push past %s blocking the way." ), crit_name );
10410 }
10411 } else {
10412 debugmsg( "Failed to find a spot to displace into." );
10413 }
10414 }
10415
10416 // Now that we know the player's destination position, we can move their mount as well
10417 if( u.is_mounted() ) {
10418 if( stored_mount ) {
10419 assert( !m.has_zlevels() );
10420 stored_mount->spawn( g->u.pos() );
10421 if( critter_tracker->add( stored_mount ) ) {
10422 u.mounted_creature = stored_mount;
10423 }
10424 } else {
10425 u.mounted_creature->setpos( g->u.pos() );
10426 }
10427 }
10428
10429 if( !npcs_to_bring.empty() ) {
10430 // Would look nicer randomly scrambled
10431 std::vector<tripoint> candidates = closest_points_first( u.pos(), 1 );
10432 candidates.erase( std::remove_if( candidates.begin(), candidates.end(),
10433 [this]( const tripoint & c ) {
10434 return !is_empty( c );
10435 } ), candidates.end() );
10436
10437 for( const auto &np : npcs_to_bring ) {
10438 const auto found = std::find_if( candidates.begin(), candidates.end(),
10439 [this, np]( const tripoint & c ) {
10440 return !np->is_dangerous_fields( m.field_at( c ) ) && m.tr_at( c ).is_benign();
10441 } );
10442 if( found != candidates.end() ) {
10443 // TODO: De-uglify
10444 np->setpos( *found );
10445 np->place_on_map();
10446 np->setpos( *found );
10447 candidates.erase( found );
10448 }
10449
10450 if( candidates.empty() ) {
10451 break;
10452 }
10453 }
10454
10455 reload_npcs();
10456 }
10457
10458 // This ugly check is here because of stair teleport bullshit
10459 // TODO: Remove stair teleport bullshit
10460 if( rl_dist( g->u.pos(), old_pos ) <= 1 ) {
10461 for( monster *m : monsters_following ) {
10462 m->set_dest( g->u.pos() );
10463 }
10464 }
10465
10466 if( rope_ladder ) {
10467 m.ter_set( u.pos(), t_rope_up );
10468 }
10469
10470 if( m.ter( stairs ) == t_manhole_cover ) {
10471 m.spawn_item( stairs + point( rng( -1, 1 ), rng( -1, 1 ) ), itype_manhole_cover );
10472 m.ter_set( stairs, t_manhole );
10473 }
10474
10475 // Wouldn't work and may do strange things
10476 if( u.is_hauling() && !m.has_zlevels() ) {
10477 add_msg( _( "You cannot haul items here." ) );
10478 u.stop_hauling();
10479 }
10480
10481 if( u.is_hauling() ) {
10482 const tripoint adjusted_pos = old_pos - sm_to_ms_copy( submap_shift );
10483 start_hauling( adjusted_pos );
10484 }
10485
10486 m.invalidate_map_cache( g->get_levz() );
10487 // Upon force movement, traps can not be avoided.
10488 m.creature_on_trap( u, !force );
10489
10491}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
@ CMM_WALK
Definition: character.h:102
@ CMM_CROUCH
Definition: character.h:104
bool move_effects(bool attacking) override
Processes effects which may prevent the Character from moving (bear traps, crushed,...
Definition: character.cpp:1535
int swim_speed() const
Returns the player's speed for swimming across water tiles.
Definition: character.cpp:882
int oxygen
Definition: character.h:1530
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1723
int shoe_type_count(const itype_id &it) const
Returns 1 if the player is wearing an item of that count on one foot, 2 if on both,...
Definition: character.cpp:8952
std::string get_name() const override
Definition: character.cpp:6095
void start_hauling(const tripoint &pos)
Definition: game.cpp:10493
cata::optional< tripoint > find_or_make_stairs(map &mp, int z_after, bool &rope_ladder, bool peeking)
Returns the other end of the stairs (if any).
Definition: game.cpp:10528
bool use_mech_power(int amt)
Definition: monster.cpp:2392
Character * mounted_player
Definition: monster.h:461
void set_underwater(bool)
Definition: player.cpp:516
static const efftype_id effect_tied("tied")
static const itype_id itype_manhole_cover("manhole_cover")
static const skill_id skill_melee("melee")
static cata::optional< tripoint > point_selection_menu(const std::vector< tripoint > &pts)
Definition: game.cpp:10032
static const itype_id itype_swim_fins("swim_fins")
static const trait_id trait_WEB_ROPE("WEB_ROPE")
ter_id t_rope_up
Definition: mapdata.cpp:719
ter_id t_manhole
Definition: mapdata.cpp:718
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1712
void avatar_moves(const avatar &u, const map &m, const tripoint &p)
Definition: game.cpp:12151
int ladder(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:9354
int climbing_cost(const map &m, const tripoint &from, const tripoint &to)
Checks both the neighborhoods of from and to for climbable surfaces, returns move cost of climbing fr...
point displace(type dir, int dist=1)
Returns point(0, 0) displaced in specified direction by a specified distance.
Definition: overmap.cpp:4177

References _, active_npc, add_msg(), all_monsters(), cata_event_dispatch::avatar_moves(), c, can_use_mutation_warn(), map_funcs::climbing_cost(), closest_points_first(), CMM_CROUCH, CMM_RUN, CMM_WALK, coming_to_stairs, map::creature_on_trap(), critter_tracker, debugmsg, Character::dex_cur, dice(), om_direction::displace(), effect_pet, effect_ridden, effect_tied, find_empty_spot_nearby(), find_or_make_stairs(), monster::friendly, g, get_levx(), get_levy(), get_levz(), Character::get_name(), monster::get_name(), Character::get_skill_level(), avatar::grab(), player::grab_point, map::has_flag(), monster::has_flag(), map::has_floor_or_support(), Character::has_trait(), map::has_zlevels(), map::invalidate_map_cache(), npc::is_enemy(), Character::is_hauling(), Character::is_mounted(), Creature::is_underwater(), itype_manhole_cover, itype_swim_fins, iuse::ladder(), map::load(), m, m_bad, m_good, m_info, m_warning, MF_RIDEABLE_MECH, Creature::mod_moves(), monstairz, Character::mounted_creature, monster::mounted_player, npc::move_away_from(), move_cost(), Character::move_effects(), Character::movement_mode_is(), Creature::moves, Character::mutation_spend_resources(), om_direction::name(), OBJECT_NONE, OVERMAP_HEIGHT, Character::oxygen, map::passable(), point_selection_menu(), map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), query_yn(), reload_npcs(), remove_zombie(), rl_dist(), rng(), player::set_underwater(), Character::setpos(), monster::setpos(), shift_monsters(), Character::shoe_type_count(), skill_dodge, skill_melee, sm_to_ms_copy(), map::spawn_item(), start_hauling(), Character::stop_hauling(), Character::str_cur, Character::swim_speed(), t_manhole, t_manhole_cover, t_rope_up, map::ter(), map::ter_set(), map::tername(), TFLAG_DEEP_WATER, trait_WEB_ROPE, tripoint_zero, u, map::unboard_vehicle(), update_map(), update_stair_monsters(), monster::use_mech_power(), vertical_move(), vertical_shift(), Character::worn_with_flag(), tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by handle_action(), peek(), and vertical_move().

◆ vertical_notes()

void game::vertical_notes ( int  z_before,
int  z_after 
)

Add goes up/down auto_notes (if turned on)

Definition at line 10715 of file game.cpp.

10716{
10717 if( z_before == z_after || !get_option<bool>( "AUTO_NOTES" ) ||
10718 !get_option<bool>( "AUTO_NOTES_STAIRS" ) ) {
10719 return;
10720 }
10721
10722 if( !m.inbounds_z( z_before ) || !m.inbounds_z( z_after ) ) {
10723 debugmsg( "game::vertical_notes invalid arguments: z_before == %d, z_after == %d",
10724 z_before, z_after );
10725 return;
10726 }
10727 // Figure out where we know there are up/down connectors
10728 // Fill in all the tiles we know about (e.g. subway stations)
10729 static const int REVEAL_RADIUS = 40;
10730 for( const tripoint_abs_omt &p : points_in_radius( u.global_omt_location(), REVEAL_RADIUS ) ) {
10731 const tripoint_abs_omt cursp_before( p.xy(), z_before );
10732 const tripoint_abs_omt cursp_after( p.xy(), z_after );
10733
10734 if( !overmap_buffer.seen( cursp_before ) ) {
10735 continue;
10736 }
10737 if( overmap_buffer.has_note( cursp_after ) ) {
10738 // Already has a note -> never add an AUTO-note
10739 continue;
10740 }
10741 const oter_id &ter = overmap_buffer.ter( cursp_before );
10742 const oter_id &ter2 = overmap_buffer.ter( cursp_after );
10743 if( z_after > z_before && ter->has_flag( known_up ) &&
10744 !ter2->has_flag( known_down ) ) {
10745 overmap_buffer.set_seen( cursp_after, true );
10746 overmap_buffer.add_note( cursp_after, string_format( ">:W;%s", _( "AUTO: goes down" ) ) );
10747 } else if( z_after < z_before && ter->has_flag( known_down ) &&
10748 !ter2->has_flag( known_up ) ) {
10749 overmap_buffer.set_seen( cursp_after, true );
10750 overmap_buffer.add_note( cursp_after, string_format( "<:W;%s", _( "AUTO: goes up" ) ) );
10751 }
10752 }
10753}
bool inbounds_z(const int z) const
Definition: map.h:1668
void add_note(const tripoint_abs_omt &, const std::string &message)
@ known_up
Definition: omdata.h:87
@ known_down
Definition: omdata.h:86
bool has_flag(oter_flags flag) const
Definition: omdata.h:258

References _, overmapbuffer::add_note(), debugmsg, Character::global_omt_location(), oter_t::has_flag(), overmapbuffer::has_note(), map::inbounds_z(), known_down, known_up, m, overmap_buffer, points_in_radius(), overmapbuffer::seen(), overmapbuffer::set_seen(), string_format(), overmapbuffer::ter(), and u.

Referenced by vertical_shift().

◆ vertical_shift()

void game::vertical_shift ( int  z_after)

Actual z-level movement part of vertical_move.

Doesn't include stair finding, traps etc.

Definition at line 10678 of file game.cpp.

10679{
10680 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10681 debugmsg( "Tried to get z-level %d outside allowed range of %d-%d",
10682 z_after, -OVERMAP_DEPTH, OVERMAP_HEIGHT );
10683 return;
10684 }
10685
10686 // TODO: Implement dragging stuff up/down
10687 u.grab( OBJECT_NONE );
10688
10689 scent.reset();
10690
10691 u.setz( z_after );
10692 const int z_before = get_levz();
10693 if( !m.has_zlevels() ) {
10695 m.access_cache( z_before ).vehicle_list.clear();
10696 m.access_cache( z_before ).zone_vehicles.clear();
10697 m.access_cache( z_before ).map_memory_seen_cache.reset();
10698 m.set_transparency_cache_dirty( z_before );
10699 m.set_outside_cache_dirty( z_before );
10700 m.load( tripoint( get_levx(), get_levy(), z_after ), true );
10701 shift_monsters( tripoint( 0, 0, z_after - z_before ) );
10702 reload_npcs();
10703 } else {
10704 // Shift the map itself
10705 m.vertical_shift( z_after );
10706 }
10707
10708 m.spawn_monsters( true );
10709 // this may be required after a vertical shift if z-levels are not enabled
10710 // the critter is unloaded/loaded, and it needs to reconstruct its rider data after being reloaded.
10712 vertical_notes( z_before, z_after );
10713}
void setz(int z)
Definition: character.h:794
void vertical_notes(int z_before, int z_after)
Add goes up/down auto_notes (if turned on)
Definition: game.cpp:10715
void set_transparency_cache_dirty(const int zlev)
Sets a dirty flag on the a given cache.
Definition: map.h:405
void set_outside_cache_dirty(const int zlev)
Definition: map.h:442
void vertical_shift(int newz)
Moves the map vertically to (not by!) newz.
Definition: map.cpp:6910
std::set< vehicle * > zone_vehicles
Definition: map.h:358
std::set< vehicle * > vehicle_list
Definition: map.h:357

References map::access_cache(), map::clear_vehicle_cache(), debugmsg, get_levx(), get_levy(), get_levz(), avatar::grab(), map::has_zlevels(), map::load(), m, level_cache::map_memory_seen_cache, OBJECT_NONE, OVERMAP_DEPTH, OVERMAP_HEIGHT, reload_npcs(), scent_map::reset(), scent, map::set_outside_cache_dirty(), map::set_transparency_cache_dirty(), Character::setz(), shift_monsters(), map::spawn_monsters(), u, validate_mounted_npcs(), level_cache::vehicle_list, vertical_notes(), map::vertical_shift(), and level_cache::zone_vehicles.

Referenced by place_player(), and vertical_move().

◆ walk_move()

bool game::walk_move ( const tripoint dest,
bool  via_ramp = false 
)

TODO: This should really use the mounted creatures stamina, if mounted. Monsters don't currently have stamina however. For the time being just don't burn players stamina when mounted.

Dexterity decreases chance of tentacles getting stuck to the ground Intelligence decreases chance of tentacles getting stuck to the ground

Definition at line 8872 of file game.cpp.

8873{
8874 if( m.has_flag_ter( TFLAG_SMALL_PASSAGE, dest_loc ) ) {
8875 if( u.get_size() > MS_MEDIUM ) {
8876 add_msg( m_warning, _( "You can't fit there." ) );
8877 return false; // character too large to fit through a tight passage
8878 }
8879 if( u.is_mounted() ) {
8880 monster *mount = u.mounted_creature.get();
8881 if( mount->get_size() > MS_MEDIUM ) {
8882 add_msg( m_warning, _( "Your mount can't fit there." ) );
8883 return false; // char's mount is too large for tight passages
8884 }
8885 }
8886 }
8887
8888 if( u.is_mounted() ) {
8889 auto mons = u.mounted_creature.get();
8890 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
8891 if( !mons->check_mech_powered() ) {
8892 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
8893 mons->get_name() );
8894 return false;
8895 }
8896 }
8897 if( !mons->move_effects( false ) ) {
8898 add_msg( m_bad, _( "You cannot move as your %s isn't able to move." ), mons->get_name() );
8899 return false;
8900 }
8901 }
8902 const optional_vpart_position vp_here = m.veh_at( u.pos() );
8903 const optional_vpart_position vp_there = m.veh_at( dest_loc );
8904
8905 bool pushing = false; // moving -into- grabbed tile; skip check for move_cost > 0
8906 bool pulling = false; // moving -away- from grabbed tile; check for move_cost > 0
8907 bool shifting_furniture = false; // moving furniture and staying still; skip check for move_cost > 0
8908
8909 const tripoint furn_pos = u.pos() + u.grab_point;
8910 const tripoint furn_dest = dest_loc + u.grab_point;
8911
8912 bool grabbed = u.get_grab_type() != OBJECT_NONE;
8913 if( grabbed ) {
8914 const tripoint dp = dest_loc - u.pos();
8915 pushing = dp == u.grab_point;
8916 pulling = dp == -u.grab_point;
8917 }
8918 if( grabbed && dest_loc.z != u.posz() ) {
8919 add_msg( m_warning, _( "You let go of the grabbed object." ) );
8920 grabbed = false;
8921 u.grab( OBJECT_NONE );
8922 }
8923
8924 // Now make sure we're actually holding something
8925 const vehicle *grabbed_vehicle = nullptr;
8926 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE ) {
8927 // We only care about shifting, because it's the only one that can change our destination
8928 if( m.has_furn( u.pos() + u.grab_point ) ) {
8929 shifting_furniture = !pushing && !pulling;
8930 } else {
8931 // We were grabbing a furniture that isn't there
8932 grabbed = false;
8933 }
8934 } else if( grabbed && u.get_grab_type() == OBJECT_VEHICLE ) {
8935 grabbed_vehicle = veh_pointer_or_null( m.veh_at( u.pos() + u.grab_point ) );
8936 if( grabbed_vehicle == nullptr ) {
8937 // We were grabbing a vehicle that isn't there anymore
8938 grabbed = false;
8939 }
8940 } else if( grabbed ) {
8941 // We were grabbing something WEIRD, let's pretend we weren't
8942 grabbed = false;
8943 }
8944 if( u.grab_point != tripoint_zero && !grabbed ) {
8945 add_msg( m_warning, _( "Can't find grabbed object." ) );
8946 u.grab( OBJECT_NONE );
8947 }
8948
8949 if( m.impassable( dest_loc ) && !pushing && !shifting_furniture ) {
8950 if( vp_there && u.mounted_creature && u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) &&
8951 vp_there->vehicle().handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
8952 tripoint diff = dest_loc - u.pos();
8953 if( diff.x < 0 ) {
8954 diff.x -= 2;
8955 } else if( diff.x > 0 ) {
8956 diff.x += 2;
8957 }
8958 if( diff.y < 0 ) {
8959 diff.y -= 2;
8960 } else if( diff.y > 0 ) {
8961 diff.y += 2;
8962 }
8963 u.mounted_creature->shove_vehicle( dest_loc + diff.xy(),
8964 dest_loc );
8965 }
8966 return false;
8967 }
8968 if( vp_there && !vp_there->vehicle().handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
8969 return false;
8970 }
8971 if( u.is_mounted() && !pushing && vp_there ) {
8972 add_msg( m_warning, _( "You cannot board a vehicle whilst riding." ) );
8973 return false;
8974 }
8975 u.set_underwater( false );
8976
8977 if( !shifting_furniture && !pushing && is_dangerous_tile( dest_loc ) ) {
8978 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8979 const auto dangerous_terrain_opt = get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" );
8980 const auto harmful_text = enumerate_as_string( harmful_stuff );
8981 const auto warn_msg = [&]( const char *const msg ) {
8982 add_msg( m_warning, msg, harmful_text );
8983 };
8984
8985 if( dangerous_terrain_opt == "IGNORE" ) {
8986 warn_msg( _( "Stepping into that %1$s looks risky, but you enter anyway." ) );
8987 } else if( dangerous_terrain_opt == "ALWAYS" && !prompt_dangerous_tile( dest_loc ) ) {
8988 return true;
8989 } else if( dangerous_terrain_opt == "RUNNING" &&
8990 ( !u.movement_mode_is( CMM_RUN ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8991 warn_msg( _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ) );
8992 return true;
8993 } else if( dangerous_terrain_opt == "CROUCHING" &&
8994 ( !u.movement_mode_is( CMM_CROUCH ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8995 warn_msg( _( "Stepping into that %1$s looks risky. Crouch and move into it if you wish to enter anyway." ) );
8996 return true;
8997 } else if( dangerous_terrain_opt == "NEVER" && !u.movement_mode_is( CMM_RUN ) ) {
8998 warn_msg( _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ) );
8999 return true;
9000 }
9001 }
9002 // Used to decide whether to print a 'moving is slow message
9003 const int mcost_from = m.move_cost( u.pos() ); //calculate this _before_ calling grabbed_move
9004
9005 int modifier = 0;
9006 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE && u.pos() + u.grab_point == dest_loc ) {
9007 modifier = -m.furn( dest_loc ).obj().movecost;
9008 }
9009
9010 int multiplier = 1;
9011 if( u.is_on_ground() ) {
9012 multiplier *= 3;
9013 }
9014
9015 const int mcost = m.combined_movecost( u.pos(), dest_loc, grabbed_vehicle, modifier,
9016 via_ramp ) * multiplier;
9017 if( grabbed_move( dest_loc - u.pos() ) ) {
9018 return true;
9019 } else if( mcost == 0 ) {
9020 return false;
9021 }
9022 bool diag = trigdist && u.posx() != dest_loc.x && u.posy() != dest_loc.y;
9023 const int previous_moves = u.moves;
9024 if( u.is_mounted() ) {
9025 auto crit = u.mounted_creature.get();
9026 if( !crit->has_flag( MF_RIDEABLE_MECH ) &&
9027 ( m.has_flag_ter_or_furn( "MOUNTABLE", dest_loc ) ||
9028 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR", dest_loc ) ||
9029 m.has_flag_ter_or_furn( "OPENCLOSE_INSIDE", dest_loc ) ||
9030 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_DAMAGED", dest_loc ) ||
9031 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_REINFORCED", dest_loc ) ) ) {
9032 add_msg( m_warning, _( "You cannot pass obstacles whilst mounted." ) );
9033 return false;
9034 }
9035 const double base_moves = u.run_cost( mcost, diag ) * 100.0 / crit->get_speed();
9036 const double encumb_moves = u.get_weight() / 4800.0_gram;
9037 u.moves -= static_cast<int>( std::ceil( base_moves + encumb_moves ) );
9038 if( u.movement_mode_is( CMM_WALK ) ) {
9039 crit->use_mech_power( -2 );
9040 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
9041 crit->use_mech_power( -1 );
9042 } else if( u.movement_mode_is( CMM_RUN ) ) {
9043 crit->use_mech_power( -3 );
9044 }
9045 } else {
9046 u.moves -= u.run_cost( mcost, diag );
9047 /**
9048 TODO:
9049 This should really use the mounted creatures stamina, if mounted.
9050 Monsters don't currently have stamina however.
9051 For the time being just don't burn players stamina when mounted.
9052 */
9053 if( grabbed_vehicle == nullptr || grabbed_vehicle->wheelcache.empty() ) {
9054 //Burn normal amount of stamina if no vehicle grabbed or vehicle lacks wheels
9055 u.burn_move_stamina( previous_moves - u.moves );
9056 } else {
9057 //Burn half as much stamina if vehicle has wheels, without changing move time
9058 u.burn_move_stamina( 0.50 * ( previous_moves - u.moves ) );
9059 }
9060 }
9061 // Max out recoil & reset aim point
9064
9065 // Print a message if movement is slow
9066 const int mcost_to = m.move_cost( dest_loc ); //calculate this _after_ calling grabbed_move
9067 const bool fungus = m.has_flag_ter_or_furn( "FUNGUS", u.pos() ) ||
9068 m.has_flag_ter_or_furn( "FUNGUS",
9069 dest_loc ); //fungal furniture has no slowing effect on mycus characters
9070 const bool slowed = ( ( !u.has_trait( trait_PARKOUR ) && ( mcost_to > 2 || mcost_from > 2 ) ) ||
9071 mcost_to > 4 || mcost_from > 4 ) &&
9072 !( u.has_trait( trait_M_IMMUNE ) && fungus );
9073 if( slowed && !u.is_mounted() ) {
9074 // Unless u.pos() has a higher movecost than dest_loc, state that dest_loc is the cause
9075 if( mcost_to >= mcost_from ) {
9076 if( auto displayed_part = vp_there.part_displayed() ) {
9077 add_msg( m_warning, _( "Moving onto this %s is slow!" ),
9078 displayed_part->part().name() );
9079 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
9080 } else {
9081 add_msg( m_warning, _( "Moving onto this %s is slow!" ), m.name( dest_loc ) );
9082 sfx::do_obstacle( m.ter( dest_loc ).id().str() );
9083 }
9084 } else {
9085 if( auto displayed_part = vp_here.part_displayed() ) {
9086 add_msg( m_warning, _( "Moving off of this %s is slow!" ),
9087 displayed_part->part().name() );
9088 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
9089 } else {
9090 add_msg( m_warning, _( "Moving off of this %s is slow!" ), m.name( u.pos() ) );
9091 sfx::do_obstacle( m.ter( u.pos() ).id().str() );
9092 }
9093 }
9094 }
9095 if( !u.is_mounted() && u.has_trait( trait_id( "LEG_TENT_BRACE" ) ) &&
9096 ( !u.footwear_factor() ||
9097 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) {
9098 // DX and IN are long suits for Cephalopods,
9099 // so this shouldn't cause too much hardship
9100 // Presumed that if it's swimmable, they're
9101 // swimming and won't stick
9102 ///\EFFECT_DEX decreases chance of tentacles getting stuck to the ground
9103
9104 ///\EFFECT_INT decreases chance of tentacles getting stuck to the ground
9105 if( !m.has_flag( "SWIMMABLE", dest_loc ) && one_in( 80 + u.dex_cur + u.int_cur ) ) {
9106 add_msg( _( "Your tentacles stick to the ground, but you pull them free." ) );
9107 u.mod_fatigue( 1 );
9108 }
9109 }
9110 if( !u.has_artifact_with( AEP_STEALTH ) && !u.has_trait( trait_id( "DEBUG_SILENT" ) ) ) {
9111 int volume = u.is_stealthy() ? 3 : 6;
9112 volume *= u.mutation_value( "noise_modifier" );
9113 if( volume > 0 ) {
9115 volume = 2;
9116 } else if( u.has_bionic( bionic_id( "bio_ankles" ) ) ) {
9117 volume = 12;
9118 }
9119 if( u.movement_mode_is( CMM_RUN ) ) {
9120 volume *= 1.5;
9121 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
9122 volume /= 2;
9123 }
9124 if( u.is_mounted() ) {
9125 auto mons = u.mounted_creature.get();
9126 switch( mons->get_size() ) {
9127 case MS_TINY:
9128 volume = 0; // No sound for the tinies
9129 break;
9130 case MS_SMALL:
9131 volume /= 3;
9132 break;
9133 case MS_MEDIUM:
9134 break;
9135 case MS_LARGE:
9136 volume *= 1.5;
9137 break;
9138 case MS_HUGE:
9139 volume *= 2;
9140 break;
9141 default:
9142 break;
9143 }
9144 if( mons->has_flag( MF_LOUDMOVES ) ) {
9145 volume += 6;
9146 }
9147 sounds::sound( dest_loc, volume, sounds::sound_t::movement, mons->type->get_footsteps(), false,
9148 "none", "none" );
9149 } else {
9150 sounds::sound( dest_loc, volume, sounds::sound_t::movement, _( "footsteps" ), true,
9151 "none", "none" ); // Sound of footsteps may awaken nearby monsters
9152 }
9154 }
9155
9156 if( one_in( 20 ) && u.has_artifact_with( AEP_MOVEMENT_NOISE ) ) {
9157 sounds::sound( u.pos(), 40, sounds::sound_t::movement, _( "a rattling sound." ), true,
9158 "misc", "rattling" );
9159 }
9160 }
9161
9162 if( m.has_flag_ter_or_furn( TFLAG_HIDE_PLACE, dest_loc ) ) {
9163 add_msg( m_good, _( "You are hiding in the %s." ), m.name( dest_loc ) );
9164 }
9165
9166 if( dest_loc != u.pos() ) {
9168 }
9169
9170 tripoint oldpos = u.pos();
9171 point submap_shift = place_player( dest_loc );
9172 point ms_shift = sm_to_ms_copy( submap_shift );
9173 oldpos = oldpos - ms_shift;
9174
9175 if( pulling ) {
9176 const tripoint shifted_furn_pos = furn_pos - ms_shift;
9177 const tripoint shifted_furn_dest = furn_dest - ms_shift;
9178 const time_duration fire_age = m.get_field_age( shifted_furn_pos, fd_fire );
9179 const int fire_intensity = m.get_field_intensity( shifted_furn_pos, fd_fire );
9180 m.remove_field( shifted_furn_pos, fd_fire );
9181 m.set_field_intensity( shifted_furn_dest, fd_fire, fire_intensity );
9182 m.set_field_age( shifted_furn_dest, fd_fire, fire_age );
9183 }
9184
9185 if( u.is_hauling() ) {
9186 start_hauling( oldpos );
9187 }
9188
9190
9191 return true;
9192}
void burn_move_stamina(int moves)
Definition: character.cpp:7223
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3220
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3664
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:962
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6751
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
m_size get_size() const override
Get size class of character.
Definition: character.cpp:541
bool is_wearing(const item &itm) const
Returns true if the player is wearing the item.
Definition: character.cpp:3240
bool grabbed_move(const tripoint &dp)
Check for dangerous stuff at dest_loc, return false if the player decides not to step there.
Definition: game.cpp:9798
bool is_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8801
const string_id< T > & id() const
Definition: ammo_effect.cpp:33
int combined_movecost(const tripoint &from, const tripoint &to, const vehicle *ignored_vehicle=nullptr, int modifier=0, bool flying=false, bool via_ramp=false) const
Cost to move out of one tile and into the next.
Definition: map.cpp:1838
m_size get_size() const override
Definition: monster.cpp:2692
cata::optional< vpart_reference > part_displayed() const
Definition: vehicle.cpp:2498
bool is_stealthy() const
Returns true if the player has stealthy movement.
cata::optional< tripoint > last_target_pos
Definition: player.h:598
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_MEDIUM
Definition: creature.h:60
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
@ TFLAG_SMALL_PASSAGE
Definition: mapdata.h:320
@ TFLAG_HIDE_PLACE
Definition: mapdata.h:315
@ MF_LOUDMOVES
Definition: mtype.h:175
void fungus(player &p, const tripoint &examp)
Remove furniture.
Definition: iexamine.cpp:2199
void do_obstacle(const std::string &obst="")
Definition: sounds.cpp:1635
void do_footstep()
Definition: sounds.cpp:1612

References _, add_msg(), AEP_MOVEMENT_NOISE, AEP_STEALTH, cata_event_dispatch::avatar_moves(), Character::burn_move_stamina(), CMM_CROUCH, CMM_RUN, CMM_WALK, map::combined_movecost(), Character::dex_cur, sfx::do_footstep(), sfx::do_obstacle(), enumerate_as_string(), fd_fire, Character::footwear_factor(), iexamine::fungus(), map::furn(), get_dangerous_tile(), map::get_field_age(), map::get_field_intensity(), avatar::get_grab_type(), Character::get_size(), monster::get_size(), Character::get_weight(), avatar::grab(), player::grab_point, grabbed_move(), Character::has_artifact_with(), Character::has_bionic(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_furn(), Character::has_trait(), int_id< T >::id(), map::impassable(), Character::int_cur, is_dangerous_tile(), Character::is_hauling(), Character::is_mounted(), Character::is_on_ground(), player::is_stealthy(), Character::is_wearing(), itype_rm13_armor_on, player::last_target_pos, m, m_bad, m_good, m_warning, MAX_RECOIL, MF_LOUDMOVES, MF_RIDEABLE_MECH, Character::mod_fatigue(), Character::mounted_creature, map::move_cost(), map_data_common_t::movecost, sounds::movement, Character::movement_mode_is(), Creature::moves, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, MS_TINY, Character::mutation_value(), map::name(), cata::nullopt, int_id< T >::obj(), OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, on_move_effects(), one_in(), optional_vpart_position::part_displayed(), place_player(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), prompt_dangerous_tile(), Character::recoil, map::remove_field(), Character::run_cost(), map::set_field_age(), map::set_field_intensity(), player::set_underwater(), sm_to_ms_copy(), sounds::sound(), start_hauling(), string_id< T >::str(), map::ter(), TFLAG_HIDE_PLACE, TFLAG_SMALL_PASSAGE, trait_M_IMMUNE, trait_PARKOUR, trigdist, tripoint_zero, u, map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), tripoint::y, and tripoint::z.

Referenced by swap_critters().

◆ win()

void game::win ( )

Marks the game as won.

Doesn't end the game.

Definition at line 2533 of file game.cpp.

2534{
2535 win_screen();
2537 memorial().add(
2538 pgettext( "memorial_male", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2539 pgettext( "memorial_female", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2540 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2541 if( !u.is_dead_state() ) {
2544 }
2545}
void win_screen()
Definition: game.cpp:2547
void add(const std::string &male_msg, const std::string &female_msg)
Adds an event to the memorial log, to be written to the memorial file when the character dies.
const time_point & start_of_game
Definition: calendar.cpp:34

References achievements_tracker_ptr, memorial_logger::add(), Messages::display_messages(), get_kill_tracker(), player::is_dead_state(), memorial(), pgettext(), show_scores_ui(), calendar::start_of_game, stats(), calendar::turn, u, and win_screen().

◆ win_screen()

void game::win_screen ( )
private

Definition at line 2547 of file game.cpp.

2548{
2549 // TODO: Move this wall somewhere
2551 std::string msg = _( "You managed to close the portal and end the invasion!" );
2552 msg += '\n';
2553 if( u.is_dead_state() ) {
2555 "Unfortunately, you had to sacrifice your life to achieve this." );
2556 msg += colorize( t, c_red ) + '\n';
2557 memorial().add(
2558 pgettext( "memorial_male", "Sacrificed his life to close the portal." ),
2559 pgettext( "memorial_female", "Sacrificed her life to close the portal." ) );
2560 } else {
2561 translation t = translation::to_translation( "win_game", "You managed to survive the ordeal." );
2562 msg += colorize( t, c_green ) + '\n';
2563 memorial().add(
2564 pgettext( "memorial_male", "Safely closed the portal." ),
2565 pgettext( "memorial_female", "Safely closed the portal." ) );
2566 }
2567 msg += string_format( _( "It took you %1$.1f days (%2$d seconds)." ),
2568 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2569 // TODO: Print starting stats, traits, skills, all mods ever used, easiest of settings
2570 popup( msg );
2571}
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
static translation to_translation(const std::string &raw)
Store a string, an optional plural form, and an optional context for translation.
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669

References _, memorial_logger::add(), c_green, c_red, colorize(), player::is_dead_state(), memorial(), pgettext(), popup(), calendar::start_of_game, string_format(), translation::to_translation(), calendar::turn, and u.

Referenced by win().

◆ write_memorial_file()

void game::write_memorial_file ( const std::string &  filename,
std::string  sLastWords 
)

Writes information about the character out to a text file timestamped with the time of the file was made.

This serves as a record of the character's state at the time the memorial was made (usually upon death) and accomplishments in a human-readable format.

Definition at line 2937 of file game.cpp.

2938{
2939 const std::string &memorial_dir = PATH_INFO::memorialdir();
2940 const std::string &memorial_active_world_dir = memorial_dir +
2941 world_generator->active_world->world_name + "/";
2942
2943 //Check if both dirs exist. Nested assure_dir_exist fails if the first dir of the nested dir does not exist.
2944 if( !assure_dir_exist( memorial_dir ) ) {
2945 debugmsg( "Could not make '%s' directory", memorial_dir );
2946 return;
2947 }
2948
2949 if( !assure_dir_exist( memorial_active_world_dir ) ) {
2950 debugmsg( "Could not make '%s' directory", memorial_active_world_dir );
2951 return;
2952 }
2953
2954 std::string path = memorial_active_world_dir + filename + ".txt";
2955
2956 write_to_file( path, [&]( std::ostream & fout ) {
2957 memorial().write( fout, sLastWords );
2958 }, _( "player memorial" ) );
2959}
void write(std::ostream &memorial_file, const std::string &epitaph) const
std::string memorialdir()
Definition: path_info.cpp:226

References _, assure_dir_exist(), debugmsg, memorial(), PATH_INFO::memorialdir(), world_generator, memorial_logger::write(), and write_to_file().

Referenced by cleanup_at_end().

◆ zones_manager()

void game::zones_manager ( )

Definition at line 6212 of file game.cpp.

6213{
6214 const tripoint stored_view_offset = u.view_offset;
6215
6217
6218 const int zone_ui_height = 12;
6219 const int zone_options_height = 7;
6220
6221 const int width = 45;
6222
6223 int offsetX = 0;
6224 int max_rows = 0;
6225
6226 catacurses::window w_zones;
6227 catacurses::window w_zones_border;
6228 catacurses::window w_zones_info;
6229 catacurses::window w_zones_info_border;
6230 catacurses::window w_zones_options;
6231
6232 bool show = true;
6233
6234 ui_adaptor ui;
6235 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
6236 if( !show ) {
6237 ui.position( point_zero, point_zero );
6238 return;
6239 }
6240 offsetX = get_option<std::string>( "SIDEBAR_POSITION" ) != "left" ?
6241 TERMX - width : 0;
6242 const int w_zone_height = TERMY - zone_ui_height;
6243 max_rows = w_zone_height - 2;
6244 w_zones = catacurses::newwin( w_zone_height - 2, width - 2,
6245 point( offsetX + 1, 1 ) );
6246 w_zones_border = catacurses::newwin( w_zone_height, width,
6247 point( offsetX, 0 ) );
6248 w_zones_info = catacurses::newwin( zone_ui_height - zone_options_height - 1,
6249 width - 2, point( offsetX + 1, w_zone_height ) );
6250 w_zones_info_border = catacurses::newwin( zone_ui_height, width,
6251 point( offsetX, w_zone_height ) );
6252 w_zones_options = catacurses::newwin( zone_options_height - 1, width - 2,
6253 point( offsetX + 1, TERMY - zone_options_height ) );
6254
6255 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
6256 } );
6257 ui.mark_resize();
6258
6259 std::string action;
6260 input_context ctxt( "ZONES_MANAGER" );
6261 ctxt.register_cardinal();
6262 ctxt.register_action( "CONFIRM" );
6263 ctxt.register_action( "QUIT" );
6264 ctxt.register_action( "ADD_ZONE" );
6265 ctxt.register_action( "REMOVE_ZONE" );
6266 ctxt.register_action( "MOVE_ZONE_UP" );
6267 ctxt.register_action( "MOVE_ZONE_DOWN" );
6268 ctxt.register_action( "SHOW_ZONE_ON_MAP" );
6269 ctxt.register_action( "ENABLE_ZONE" );
6270 ctxt.register_action( "DISABLE_ZONE" );
6271 ctxt.register_action( "SHOW_ALL_ZONES" );
6272 ctxt.register_action( "HELP_KEYBINDINGS" );
6273
6274 auto &mgr = zone_manager::get_manager();
6275 int start_index = 0;
6276 int active_index = 0;
6277 bool blink = false;
6278 bool stuff_changed = false;
6279 bool show_all_zones = false;
6280 int zone_cnt = 0;
6281
6282 // get zones on the same z-level, with distance between player and
6283 // zone center point <= 50 or all zones, if show_all_zones is true
6284 auto get_zones = [&]() {
6285 std::vector<zone_manager::ref_zone_data> zones;
6286 if( show_all_zones ) {
6287 zones = mgr.get_zones();
6288 } else {
6289 const tripoint &u_abs_pos = m.getabs( u.pos() );
6290 for( zone_manager::ref_zone_data &ref : mgr.get_zones() ) {
6291 const tripoint &zone_abs_pos = ref.get().get_center_point();
6292 if( u_abs_pos.z == zone_abs_pos.z && rl_dist( u_abs_pos, zone_abs_pos ) <= 50 ) {
6293 zones.emplace_back( ref );
6294 }
6295 }
6296 }
6297 zone_cnt = static_cast<int>( zones.size() );
6298 return zones;
6299 };
6300
6301 auto zones = get_zones();
6302
6303 auto zones_manager_options = [&]() {
6304 werase( w_zones_options );
6305
6306 if( zone_cnt > 0 ) {
6307 const auto &zone = zones[active_index].get();
6308
6309 if( zone.has_options() ) {
6310 const auto &descriptions = zone.get_options().get_descriptions();
6311
6312 // NOLINTNEXTLINE(cata-use-named-point-constants)
6313 mvwprintz( w_zones_options, point( 1, 0 ), c_white, _( "Options" ) );
6314
6315 int y = 1;
6316 for( const auto &desc : descriptions ) {
6317 mvwprintz( w_zones_options, point( 3, y ), c_white, desc.first );
6318 mvwprintz( w_zones_options, point( 20, y ), c_white, desc.second );
6319 y++;
6320 }
6321 }
6322 }
6323
6324 wnoutrefresh( w_zones_options );
6325 };
6326
6327 cata::optional<tripoint> zone_start;
6328 cata::optional<tripoint> zone_end;
6329 bool zone_blink = false;
6330 bool zone_cursor = false;
6332 zone_start, zone_end, zone_blink, zone_cursor );
6333 add_draw_callback( zone_cb );
6334
6335 auto query_position =
6336 [&]() -> cata::optional<std::pair<tripoint, tripoint>> {
6337 on_out_of_scope invalidate_current_ui( [&]()
6338 {
6339 ui.mark_resize();
6340 } );
6341 restore_on_out_of_scope<bool> show_prev( show );
6342 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6343 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6344 show = false;
6345 zone_start = cata::nullopt;
6346 zone_end = cata::nullopt;
6347 ui.mark_resize();
6348
6350 popup.on_top( true );
6351 popup.message( "%s", _( "Select first point." ) );
6352
6354
6355 const look_around_result first = look_around( /*show_window=*/false, center, center, false, true,
6356 false );
6357 if( first.position )
6358 {
6359 popup.message( "%s", _( "Select second point." ) );
6360
6361 const look_around_result second = look_around( /*show_window=*/false, center, *first.position,
6362 true, true, false );
6363 if( second.position ) {
6364 tripoint first_abs = m.getabs( tripoint( std::min( first.position->x,
6365 second.position->x ),
6366 std::min( first.position->y, second.position->y ),
6367 std::min( first.position->z,
6368 second.position->z ) ) );
6369 tripoint second_abs = m.getabs( tripoint( std::max( first.position->x,
6370 second.position->x ),
6371 std::max( first.position->y, second.position->y ),
6372 std::max( first.position->z,
6373 second.position->z ) ) );
6374 return std::pair<tripoint, tripoint>( first_abs, second_abs );
6375 }
6376 }
6377
6378 return cata::nullopt;
6379 };
6380
6381 ui.on_redraw( [&]( const ui_adaptor & ) {
6382 if( !show ) {
6383 return;
6384 }
6385 zones_manager_draw_borders( w_zones_border, w_zones_info_border, zone_ui_height, width );
6386 zones_manager_shortcuts( w_zones_info );
6387
6388 if( zone_cnt == 0 ) {
6389 werase( w_zones );
6390 mvwprintz( w_zones, point( 2, 5 ), c_white, _( "No Zones defined." ) );
6391
6392 } else {
6393 werase( w_zones );
6394
6395 calcStartPos( start_index, active_index, max_rows, zone_cnt );
6396
6397 draw_scrollbar( w_zones_border, active_index, max_rows, zone_cnt, point_south );
6398 wnoutrefresh( w_zones_border );
6399
6400 int iNum = 0;
6401
6402 tripoint player_absolute_pos = m.getabs( u.pos() );
6403
6404 //Display saved zones
6405 for( auto &i : zones ) {
6406 if( iNum >= start_index &&
6407 iNum < start_index + ( ( max_rows > zone_cnt ) ? zone_cnt : max_rows ) ) {
6408 const auto &zone = i.get();
6409
6410 nc_color colorLine = ( zone.get_enabled() ) ? c_white : c_light_gray;
6411
6412 if( iNum == active_index ) {
6413 mvwprintz( w_zones, point( 0, iNum - start_index ), c_yellow, "%s", ">>" );
6414 colorLine = ( zone.get_enabled() ) ? c_light_green : c_green;
6415 }
6416
6417 //Draw Zone name
6418 mvwprintz( w_zones, point( 3, iNum - start_index ), colorLine,
6419 trim_by_length( zone.get_name(), 15 ) );
6420
6421 //Draw Type name
6422 mvwprintz( w_zones, point( 20, iNum - start_index ), colorLine,
6423 mgr.get_name_from_type( zone.get_type() ) );
6424
6425 tripoint center = zone.get_center_point();
6426
6427 //Draw direction + distance
6428 mvwprintz( w_zones, point( 32, iNum - start_index ), colorLine, "%*d %s",
6429 5, static_cast<int>( trig_dist( player_absolute_pos, center ) ),
6430 direction_name_short( direction_from( player_absolute_pos,
6431 center ) ) );
6432
6433 //Draw Vehicle Indicator
6434 mvwprintz( w_zones, point( 41, iNum - start_index ), colorLine,
6435 zone.get_is_vehicle() ? "*" : "" );
6436 }
6437 iNum++;
6438 }
6439
6440 // Display zone options
6441 zones_manager_options();
6442 }
6443
6444 wnoutrefresh( w_zones );
6445 } );
6446
6447 zones_manager_open = true;
6448 do {
6449 if( action == "ADD_ZONE" ) {
6450 do { // not a loop, just for quick bailing out if canceled
6451 const auto maybe_id = mgr.query_type();
6452 if( !maybe_id.has_value() ) {
6453 break;
6454 }
6455
6456 const zone_type_id &id = maybe_id.value();
6457 auto options = zone_options::create( id );
6458
6459 if( !options->query_at_creation() ) {
6460 break;
6461 }
6462
6463 auto default_name = options->get_zone_name_suggestion();
6464 if( default_name.empty() ) {
6465 default_name = mgr.get_name_from_type( id );
6466 }
6467 const auto maybe_name = mgr.query_name( default_name );
6468 if( !maybe_name.has_value() ) {
6469 break;
6470 }
6471 const std::string &name = maybe_name.value();
6472
6473 const auto position = query_position();
6474 if( !position ) {
6475 break;
6476 }
6477
6478 mgr.add( name, id, g->u.get_faction()->id, false, true, position->first,
6479 position->second, options );
6480
6481 zones = get_zones();
6482 active_index = zone_cnt - 1;
6483
6484 stuff_changed = true;
6485 } while( false );
6486
6487 blink = false;
6488 } else if( action == "SHOW_ALL_ZONES" ) {
6489 show_all_zones = !show_all_zones;
6490 zones = get_zones();
6491 active_index = 0;
6492 } else if( zone_cnt > 0 ) {
6493 if( action == "UP" ) {
6494 active_index--;
6495 if( active_index < 0 ) {
6496 active_index = zone_cnt - 1;
6497 }
6498 blink = false;
6499 } else if( action == "DOWN" ) {
6500 active_index++;
6501 if( active_index >= zone_cnt ) {
6502 active_index = 0;
6503 }
6504 blink = false;
6505 } else if( action == "REMOVE_ZONE" ) {
6506 if( active_index < zone_cnt ) {
6507 mgr.remove( zones[active_index] );
6508 zones = get_zones();
6509 active_index--;
6510
6511 if( active_index < 0 ) {
6512 active_index = 0;
6513 }
6514 }
6515 blink = false;
6516 stuff_changed = true;
6517
6518 } else if( action == "CONFIRM" ) {
6519 auto &zone = zones[active_index].get();
6520
6521 uilist as_m;
6522 as_m.text = _( "What do you want to change:" );
6523 as_m.entries.emplace_back( 1, true, '1', _( "Edit name" ) );
6524 as_m.entries.emplace_back( 2, true, '2', _( "Edit type" ) );
6525 as_m.entries.emplace_back( 3, zone.get_options().has_options(), '3',
6526 zone.get_type() == zone_type_id( "LOOT_CUSTOM" ) ? _( "Edit filter" ) : _( "Edit options" ) );
6527 as_m.entries.emplace_back( 4, !zone.get_is_vehicle(), '4', _( "Edit position" ) );
6528 // TODO: Enable moving vzone after vehicle zone can be bigger than 1*1
6529 as_m.entries.emplace_back( 5, !zone.get_is_vehicle(), '5', _( "Move position" ) );
6530 as_m.query();
6531
6532 switch( as_m.ret ) {
6533 case 1:
6534 if( zone.set_name() ) {
6535 stuff_changed = true;
6536 }
6537 break;
6538 case 2:
6539 if( zone.set_type() ) {
6540 stuff_changed = true;
6541 }
6542 break;
6543 case 3:
6544 if( zone.get_options().query() ) {
6545 stuff_changed = true;
6546 }
6547 break;
6548 case 4: {
6549 const auto pos = query_position();
6550 if( pos && ( pos->first != zone.get_start_point() ||
6551 pos->second != zone.get_end_point() ) ) {
6552 zone.set_position( *pos );
6553 stuff_changed = true;
6554 }
6555 break;
6556 }
6557 case 5: {
6558 on_out_of_scope invalidate_current_ui( [&]() {
6559 ui.mark_resize();
6560 } );
6561 restore_on_out_of_scope<bool> show_prev( show );
6562 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6563 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6564 show = false;
6565 zone_start = cata::nullopt;
6566 zone_end = cata::nullopt;
6567 ui.mark_resize();
6568 static_popup message_pop;
6569 message_pop.on_top( true );
6570 message_pop.message( "%s", _( "Moving zone." ) );
6571 const auto zone_local_start_point = m.getlocal( zone.get_start_point() );
6572 const auto zone_local_end_point = m.getlocal( zone.get_end_point() );
6573 // local position of the zone center, used to calculate the u.view_offset,
6574 // could center the screen to the position it represents
6575 auto view_center = m.getlocal( zone.get_center_point() );
6576 const look_around_result result_local = look_around( false, view_center,
6577 zone_local_start_point, false, false,
6578 false, true, zone_local_end_point );
6579 if( result_local.position ) {
6580 const auto new_start_point = m.getabs( *result_local.position );
6581 if( new_start_point == zone.get_start_point() ) {
6582 break; // Nothing changed, don't save
6583 }
6584
6585 const auto new_end_point = zone.get_end_point() - zone.get_start_point() + new_start_point;
6586 zone.set_position( std::pair<tripoint, tripoint>( new_start_point, new_end_point ) );
6587 stuff_changed = true;
6588 }
6589 }
6590 break;
6591 default:
6592 break;
6593 }
6594
6595 blink = false;
6596 } else if( action == "MOVE_ZONE_UP" && zone_cnt > 1 ) {
6597 if( active_index < zone_cnt - 1 ) {
6598 mgr.swap( zones[active_index], zones[active_index + 1] );
6599 zones = get_zones();
6600 active_index++;
6601 }
6602 blink = false;
6603 stuff_changed = true;
6604
6605 } else if( action == "MOVE_ZONE_DOWN" && zone_cnt > 1 ) {
6606 if( active_index > 0 ) {
6607 mgr.swap( zones[active_index], zones[active_index - 1] );
6608 zones = get_zones();
6609 active_index--;
6610 }
6611 blink = false;
6612 stuff_changed = true;
6613
6614 } else if( action == "SHOW_ZONE_ON_MAP" ) {
6615 //show zone position on overmap;
6616 tripoint_abs_omt player_overmap_position = u.global_omt_location();
6617 // TODO: fix point types
6618 tripoint_abs_omt zone_overmap( ms_to_omt_copy( zones[active_index].get().get_center_point() ) );
6619
6620 ui::omap::display_zones( player_overmap_position, zone_overmap, active_index );
6621 } else if( action == "ENABLE_ZONE" ) {
6622 zones[active_index].get().set_enabled( true );
6623
6624 stuff_changed = true;
6625
6626 } else if( action == "DISABLE_ZONE" ) {
6627 zones[active_index].get().set_enabled( false );
6628
6629 stuff_changed = true;
6630 }
6631 }
6632
6633 if( zone_cnt > 0 ) {
6634 blink = !blink;
6635 const auto &zone = zones[active_index].get();
6636 zone_start = m.getlocal( zone.get_start_point() );
6637 zone_end = m.getlocal( zone.get_end_point() );
6638 ctxt.set_timeout( BLINK_SPEED );
6639 } else {
6640 blink = false;
6641 zone_start = zone_end = cata::nullopt;
6642 ctxt.reset_timeout();
6643 }
6644
6645 // Actually accessed from the terrain overlay callback `zone_cb` in the
6646 // call to `ui_manager::redraw`.
6647 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6648 zone_blink = blink;
6650
6652
6653 //Wait for input
6654 action = ctxt.handle_input();
6655 } while( action != "QUIT" );
6656 zones_manager_open = false;
6657 ctxt.reset_timeout();
6658 zone_cb = nullptr;
6659
6660 if( stuff_changed ) {
6661 auto &zones = zone_manager::get_manager();
6662 if( query_yn( _( "Save changes?" ) ) ) {
6663 zones.save_zones();
6664 } else {
6665 zones.load_zones();
6666 }
6667
6668 zones.cache_data();
6669 }
6670
6671 u.view_offset = stored_view_offset;
6672}
query_popup & on_top(bool top)
Whether to show the popup on the top of the screen.
Definition: popup.cpp:59
std::reference_wrapper< zone_data > ref_zone_data
Definition: clzones.h:342
static shared_ptr_fast< zone_options > create(const zone_type_id &type)
Definition: clzones.cpp:186
int trig_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:512
static void zones_manager_shortcuts(const catacurses::window &w_info)
Definition: game.cpp:6147
static void zones_manager_draw_borders(const catacurses::window &w_border, const catacurses::window &w_info_border, const int iInfoHeight, const int width)
Definition: game.cpp:6170
std::string options()
Definition: path_info.cpp:238
const std::set< itype_id > & get()
void display_zones(const tripoint_abs_omt &center, const tripoint_abs_omt &select, int iZoneIndex)
Display overmap like with display() and display the given zone.
std::string trim_by_length(const std::string &text, int width)
Definition: output.cpp:224
cata::optional< tripoint > position
Definition: game.h:127

References _, action, add_draw_callback(), BLINK_SPEED, c_green, c_light_gray, c_light_green, c_white, c_yellow, calcStartPos(), center, zone_options::create(), create_zone_callback(), direction_from(), direction_name_short(), ui::omap::display_zones(), draw_scrollbar(), uilist::entries, g, charge_removal_blacklist::get(), zone_manager::get_manager(), map::getabs(), map::getlocal(), Character::global_omt_location(), input_context::handle_input(), invalidate_main_ui_adaptor(), look_around(), m, query_popup::message(), ms_to_omt_copy(), mvwprintz(), om_direction::name(), catacurses::newwin(), cata::nullopt, query_popup::on_top(), PATH_INFO::options(), point_south, point_zero, popup(), Character::pos(), look_around_result::position, uilist::query(), query_yn(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), input_context::reset_timeout(), uilist::ret, rl_dist(), second, input_context::set_timeout(), TERMX, TERMY, uilist::text, trig_dist(), trim_by_length(), tripoint_zero, u, player::view_offset, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::z, zones_manager_draw_borders(), zones_manager_open, and zones_manager_shortcuts().

Referenced by handle_action().

◆ zoom_in()

void game::zoom_in ( )

Definition at line 7174 of file game.cpp.

7175{
7176#if defined(TILES)
7177 if( tileset_zoom == 64 ) {
7178 tileset_zoom = MAXIMUM_ZOOM_LEVEL;
7179 } else {
7181 }
7182 rescale_tileset( tileset_zoom );
7183#endif
7184}

References tileset_zoom.

Referenced by handle_action(), and look_around().

◆ zoom_out()

void game::zoom_out ( )

Definition at line 7162 of file game.cpp.

7163{
7164#if defined(TILES)
7165 if( tileset_zoom > MAXIMUM_ZOOM_LEVEL ) {
7167 } else {
7168 tileset_zoom = 64;
7169 }
7170 rescale_tileset( tileset_zoom );
7171#endif
7172}

References tileset_zoom.

Referenced by handle_action(), and look_around().

Friends And Related Function Documentation

◆ advanced_inventory

friend class advanced_inventory
friend

Definition at line 146 of file game.h.

◆ Creature_range

friend class Creature_range
friend

Definition at line 360 of file game.h.

Referenced by all_creatures().

◆ editmap

friend class editmap
friend

Definition at line 145 of file game.h.

◆ get_avatar

avatar & get_avatar ( )
friend

Definition at line 103 of file avatar.cpp.

104{
105 return g->u;
106}

Referenced by butcher_submenu().

◆ get_distribution_grid_tracker

distribution_grid_tracker & get_distribution_grid_tracker ( )
friend

Returns distribution grid tracker that is a part of the global game *g.

game TODO: This wouldn't be required in an ideal world

Definition at line 12167 of file game.cpp.

12168{
12169 return *g->grid_tracker_ptr;
12170}

◆ get_map

map & get_map ( )
friend

Definition at line 146 of file map.cpp.

147{
148 return g->m;
149}

Referenced by check_art_charge_req(), extended_description(), find_empty_spot_nearby(), get_fire_fuel_string(), and print_terrain_info().

◆ get_player_character

Character & get_player_character ( )
friend

Definition at line 387 of file character.cpp.

388{
389 return g->u;
390}

◆ get_weather

weather_manager & get_weather ( )
friend

Definition at line 64 of file weather.cpp.

65{
66 return *g->weather_manager_ptr;
67}

Referenced by do_turn(), get_player_input(), is_in_sunlight(), load(), natural_light_level(), place_player_overmap(), serialize_master(), setup(), start_game(), and unserialize_master().

◆ main_menu

friend class main_menu
friend

Definition at line 147 of file game.h.

◆ monster_range

friend class monster_range
friend

Definition at line 359 of file game.h.

Referenced by all_monsters().

Member Data Documentation

◆ achievements_tracker_ptr

pimpl<achievements_tracker> game::achievements_tracker_ptr
private

Definition at line 981 of file game.h.

Referenced by death_screen(), game(), handle_action(), serialize(), setup(), unserialize(), and win().

◆ active_npc

◆ auto_travel_mode

bool game::auto_travel_mode = false

Definition at line 1044 of file game.h.

Referenced by handle_action(), serialize(), and unserialize().

◆ bVMonsterLookFire

bool game::bVMonsterLookFire = false
private

Definition at line 1061 of file game.h.

Referenced by list_monsters(), look_around(), and setup().

◆ coming_to_stairs

std::vector<monster> game::coming_to_stairs

◆ critter_died

bool game::critter_died = false
private

Has anything died in this turn and needs to be cleaned up?

Definition at line 1075 of file game.h.

Referenced by cleanup_dead(), and set_critter_died().

◆ critter_tracker

◆ debug_hour_timer

◆ debug_pathfinding

bool game::debug_pathfinding = false

Definition at line 1025 of file game.h.

◆ debug_submap_grid_overlay

bool game::debug_submap_grid_overlay = false

Definition at line 1026 of file game.h.

◆ destination_preview

std::vector<tripoint> game::destination_preview
private

◆ displaying_lighting_condition

int game::displaying_lighting_condition = 0

Type of lighting condition overlay to display.

Definition at line 1038 of file game.h.

◆ displaying_overlays

cata::optional<action_id> game::displaying_overlays
private

Definition at line 945 of file game.h.

Referenced by display_overlay_state(), and display_toggle_overlay().

◆ displaying_visibility_creature

Creature* game::displaying_visibility_creature

Creature for which to display the visibility map.

Definition at line 1036 of file game.h.

Referenced by display_visibility().

◆ draw_callbacks

std::vector<weak_ptr_fast<draw_callback_t> > game::draw_callbacks
private

Definition at line 251 of file game.h.

Referenced by add_draw_callback(), and draw().

◆ driving_view_offset

point game::driving_view_offset

Definition at line 1023 of file game.h.

Referenced by calc_driving_offset(), do_turn(), handle_action(), and set_driving_view_offset().

◆ event_bus_ptr

pimpl<event_bus> game::event_bus_ptr
private

Definition at line 979 of file game.h.

Referenced by events().

◆ faction_manager_ptr

◆ first_redraw_since_waiting_started

bool game::first_redraw_since_waiting_started = true
private

Is this the first redraw since waiting (sleeping or activity) started.

Definition at line 1077 of file game.h.

Referenced by do_turn(), and game().

◆ follower_ids

std::set<character_id> game::follower_ids
private

◆ fullscreen

bool game::fullscreen = false

◆ gamemode

std::unique_ptr<special_game> game::gamemode
private

◆ grid_tracker_ptr

pimpl<distribution_grid_tracker> game::grid_tracker_ptr
private

Definition at line 985 of file game.h.

Referenced by do_turn(), load_map(), on_options_changed(), and update_map().

◆ is_looking

bool game::is_looking = false
private

Definition at line 250 of file game.h.

Referenced by draw_ter(), and look_around().

◆ kill_tracker_ptr

pimpl<kill_tracker> game::kill_tracker_ptr
private

Definition at line 982 of file game.h.

Referenced by game(), get_kill_tracker(), serialize(), setup(), and unserialize().

◆ last_mouse_edge_scroll

std::chrono::time_point<std::chrono::steady_clock> game::last_mouse_edge_scroll
private

Definition at line 1094 of file game.h.

Referenced by mouse_edge_scrolling().

◆ last_mouse_edge_scroll_vector_overmap

tripoint game::last_mouse_edge_scroll_vector_overmap
private

Definition at line 1096 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_mouse_edge_scroll_vector_terrain

tripoint game::last_mouse_edge_scroll_vector_terrain
private

Definition at line 1095 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_save_timestamp

time_t game::last_save_timestamp
private

Definition at line 1067 of file game.h.

Referenced by autosave(), init_autosave(), and quicksave().

◆ latest_lightlevels

std::array<float, OVERMAP_LAYERS> game::latest_lightlevels
mutableprivate

Definition at line 1068 of file game.h.

Referenced by natural_light_level(), and reset_light_level().

◆ list_item_downvote

std::string game::list_item_downvote
private

Definition at line 1058 of file game.h.

Referenced by list_items().

◆ list_item_upvote

std::string game::list_item_upvote
private

Definition at line 1057 of file game.h.

Referenced by list_items().

◆ liveview

live_view& game::liveview
private

Definition at line 976 of file game.h.

Referenced by draw_look_around_cursor(), and handle_mouseview().

◆ liveview_ptr

pimpl<live_view> game::liveview_ptr
private

Definition at line 975 of file game.h.

◆ m

map& game::m

Definition at line 989 of file game.h.

Referenced by autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), catch_a_monster(), check_near_zone(), check_zone(), control_vehicle(), disable_robot(), disp_NPCs(), do_turn(), draw(), draw_bullet(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_look_around_cursor(), draw_ter(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_cur_om(), get_dangerous_tile(), get_fishable_locations(), get_levx(), get_levy(), get_levz(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_veh_move(), handle_action(), is_empty(), is_game_over(), is_in_sunlight(), is_sheltered(), knockback(), list_items(), list_monsters(), load(), load_map(), load_npcs(), look_around(), mon_info_update(), monmove(), moving_vehicle_dismount(), peek(), perhaps_add_random_npc(), phasing_move(), pickup(), place_critter_around(), place_player(), place_player_overmap(), place_vehicle_nearby(), pre_print_all_tile_info(), print_all_tile_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_artifact(), prompt_dangerous_tile(), remoteveh(), save_cyborg(), save_maps(), serialize(), setup(), shift_monsters(), start_game(), start_hauling(), swap_critters(), try_get_left_click_action(), try_get_right_click_action(), update_map(), update_stair_monsters(), use_computer(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), and zones_manager().

◆ main_ui_adaptor

weak_ptr_fast<ui_adaptor> game::main_ui_adaptor
private

◆ map_ptr

pimpl<map> game::map_ptr
private

Definition at line 973 of file game.h.

◆ memorial_logger_ptr

pimpl<memorial_logger> game::memorial_logger_ptr
private

Definition at line 983 of file game.h.

Referenced by game(), and memorial().

◆ monstairz

int game::monstairz = 0

Definition at line 1010 of file game.h.

Referenced by update_stair_monsters(), and vertical_move().

◆ mostseen

int game::mostseen = 0

◆ moves_since_last_save

int game::moves_since_last_save = 0
private

Definition at line 1066 of file game.h.

Referenced by do_turn(), get_moves_since_last_save(), init_autosave(), quickload(), and quicksave().

◆ new_game

bool game::new_game = false

True if the game has just started or loaded, else false.

Definition at line 1006 of file game.h.

Referenced by do_turn(), setup(), and start_game().

◆ next_mission_id

int game::next_mission_id = 0
private

Definition at line 1064 of file game.h.

Referenced by assign_mission_id(), serialize_master(), setup(), and unserialize_master().

◆ next_npc_id

character_id game::next_npc_id
private

Definition at line 1062 of file game.h.

Referenced by assign_npc_id(), serialize_master(), setup(), and unserialize_master().

◆ npcs_dirty

bool game::npcs_dirty = false
private

Has a NPC been spawned since last load?

Definition at line 1073 of file game.h.

Referenced by do_turn(), load_npcs(), and set_npcs_dirty().

◆ queue_screenshot

bool game::queue_screenshot = false

Definition at line 1045 of file game.h.

Referenced by do_turn().

◆ remoteveh_cache

vehicle* game::remoteveh_cache
private

Definition at line 1071 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ remoteveh_cache_time

time_point game::remoteveh_cache_time
private

Definition at line 1070 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ right_sidebar

bool game::right_sidebar = false

Definition at line 1041 of file game.h.

◆ safe_mode

◆ safe_mode_warning_logged

bool game::safe_mode_warning_logged = false
private

Definition at line 1060 of file game.h.

Referenced by check_safe_mode_allowed(), handle_action(), and set_safe_mode().

◆ scen

const scenario* game::scen

Definition at line 1008 of file game.h.

Referenced by start_calendar(), and start_game().

◆ scent

scent_map& game::scent

Definition at line 991 of file game.h.

Referenced by display_scent(), do_turn(), serialize(), setup(), unserialize(), update_map(), and vertical_shift().

◆ scent_ptr

pimpl<scent_map> game::scent_ptr
private

Definition at line 977 of file game.h.

◆ seed

unsigned int game::seed = 0
private

Seed for all the random numbers that should have consistent randomness (weather).

Definition at line 1089 of file game.h.

Referenced by get_seed(), serialize_master(), start_game(), and unserialize_master().

◆ sFilter

std::string game::sFilter
private

Definition at line 1056 of file game.h.

Referenced by list_items(), and reset_item_list_state().

◆ show_panel_adm

bool game::show_panel_adm = false

Definition at line 1040 of file game.h.

Referenced by draw_panels(), and load_static_data().

◆ spell_events_ptr

pimpl<spell_events> game::spell_events_ptr
private

Definition at line 984 of file game.h.

Referenced by game(), and spell_events_subscriber().

◆ stats_tracker_ptr

pimpl<stats_tracker> game::stats_tracker_ptr
private

Definition at line 980 of file game.h.

Referenced by game(), serialize(), stats(), and unserialize().

◆ ter_view_p

tripoint game::ter_view_p

Definition at line 1012 of file game.h.

Referenced by draw(), and draw_ter().

◆ tileset_zoom

int game::tileset_zoom = 0
private

How far the tileset should be zoomed out, 16 is default.

32 is zoomed in by x2, 8 is zoomed out by x0.5

Definition at line 1086 of file game.h.

Referenced by get_zoom(), look_around(), mouse_edge_scrolling_terrain(), reset_zoom(), set_zoom(), zoom_in(), and zoom_out().

◆ timed_event_manager_ptr

pimpl<timed_event_manager> game::timed_event_manager_ptr
private

Definition at line 978 of file game.h.

◆ timed_events

timed_event_manager& game::timed_events

Definition at line 992 of file game.h.

Referenced by do_turn(), natural_light_level(), and setup().

◆ token_provider_ptr

pimpl<drop_token_provider> game::token_provider_ptr

Definition at line 1001 of file game.h.

Referenced by serialize(), setup(), and unserialize().

◆ turnssincelastmon

int game::turnssincelastmon = 0

Definition at line 1047 of file game.h.

Referenced by handle_action(), mon_info_update(), and setup().

◆ u

avatar& game::u

Definition at line 990 of file game.h.

Referenced by add_npc_follower(), autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), calc_driving_offset(), cancel_activity_or_ignore_query(), cancel_activity_query(), catch_a_monster(), centerlistview(), chat(), check_safe_mode_allowed(), cleanup_at_end(), control_vehicle(), create_starting_npcs(), critter_at(), critter_by_id(), death_screen(), disable_robot(), disp_NPCs(), display_scent(), do_turn(), draw(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_line(), draw_look_around_cursor(), draw_minimap(), draw_panels(), draw_ter(), draw_trail_to_square(), draw_veh_dir_indicator(), drop(), drop_in_direction(), exam_vehicle(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), fungal_effects::fungalize(), get_dangerous_tile(), get_player_base_save_path(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_move(), grabbed_veh_move(), handle_action(), handle_key_blocking_activity(), inv_map_splice(), is_game_over(), is_hostile_within(), is_in_viewport(), item_action_menu(), knockback(), list_items(), list_items_monsters(), list_missions(), list_monsters(), load(), look_around(), mon_info(), mon_info_update(), monmove(), move_save_to_graveyard(), moving_vehicle_dismount(), npc_menu(), on_move_effects(), open_consume_item_menu(), overmap_npc_move(), peek(), perhaps_add_random_npc(), phasing_move(), pickup_feet(), place_player(), place_player_overmap(), print_all_tile_info(), print_creature_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_activity(), process_artifact(), process_voluntary_act_interrupt(), prompt_dangerous_tile(), quickload(), remoteveh(), remove_npc_follower(), save(), save_player_data(), serialize(), set_driving_view_offset(), setremoteveh(), shared_from(), slip_down(), fungal_effects::spread_fungus_one_tile(), start_game(), start_hauling(), toggle_gate(), try_get_left_click_action(), try_get_right_click_action(), unserialize(), update_map(), update_overmap_seen(), update_stair_monsters(), use_computer(), validate_camps(), validate_npc_followers(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), win(), win_screen(), and zones_manager().

◆ u_ptr

pimpl<avatar> game::u_ptr
private

Definition at line 974 of file game.h.

◆ u_shared_ptr

shared_ptr_fast<player> game::u_shared_ptr
private

Definition at line 1051 of file game.h.

Referenced by shared_from().

◆ uquit

quit_status game::uquit

Used in main.cpp to determine what type of quit is being performed.

Definition at line 1004 of file game.h.

Referenced by cleanup_at_end(), do_turn(), get_player_input(), handle_action(), is_game_over(), and setup().

◆ user_action_counter

int game::user_action_counter = 0
private

Definition at line 1083 of file game.h.

Referenced by get_user_action_counter(), and handle_action().

◆ w_minimap

catacurses::window game::w_minimap

Definition at line 1016 of file game.h.

Referenced by create_or_get_main_ui_adaptor(), and draw_minimap().

◆ w_minimap_ptr

catacurses::window game::w_minimap_ptr
private

Definition at line 1054 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ w_omlegend

catacurses::window game::w_omlegend

Definition at line 1015 of file game.h.

◆ w_overmap

catacurses::window game::w_overmap

Definition at line 1014 of file game.h.

◆ w_pixel_minimap

catacurses::window game::w_pixel_minimap

◆ w_terrain

◆ w_terrain_ptr

catacurses::window game::w_terrain_ptr
private

Definition at line 1053 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ wait_popup

std::unique_ptr<static_popup> game::wait_popup
private

Definition at line 1102 of file game.h.

Referenced by do_turn().

◆ was_fullscreen

bool game::was_fullscreen = false

Definition at line 1043 of file game.h.

Referenced by load_static_data(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ weather_manager_ptr

pimpl<weather_manager> game::weather_manager_ptr
private

Definition at line 986 of file game.h.

◆ zones_manager_open

bool game::zones_manager_open = false
private

Is Zone manager open or not - changes graphics of some zone tiles.

Definition at line 1079 of file game.h.

Referenced by is_zones_manager_open(), and zones_manager().


The documentation for this class was generated from the following files: